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Leslie Pack Kaelbling

Publications and source records attributed to Leslie Pack Kaelbling.

103 records · Page 6Linked to original sources

Object-based World Modeling in Semi-Static Environments with Dependent Dirichlet-Process Mixtures

To accomplish tasks in human-centric indoor environments, robots need to represent and understand the world in terms of objects and their attributes. We refer to this attribute-based representation as a world model, and consider how to acquire it via noisy perception and maintain it over time, as objects are added, changed, and removed in the world. Previous work has framed this as multiple-target tracking problem, where objects are potentially in motion at all times. Although this approach is general, it is computationally expensive. We argue that such generality is not needed in typical world modeling tasks, where objects only change state occasionally. More efficient approaches are enabled by restricting ourselves to such semi-static environments. We consider a previously-proposed clustering-based world modeling approach that assumed static environments, and extend it to semi-static domains by applying a dependent Dirichlet-process (DDP) mixture model. We derive a novel MAP inference algorithm under this model, subject to data association constraints. We demonstrate our approach improves computational performance in semi-static environments.

cs.AI↗

Learning to Cooperate via Policy Search

Cooperative games are those in which both agents share the same payoff structure. Value-based reinforcement-learning algorithms, such as variants of Q-learning, have been applied to learning cooperative games, but they only apply when the game state is completely observable to both agents. Policy search methods are a reasonable alternative to value-based methods for partially observable environments. In this paper, we provide a gradient-based distributed policy-search method for cooperative games and compare the notion of local optimum to that of Nash equilibrium. We demonstrate the effectiveness of this method experimentally in a small, partially observable simulated soccer domain.

cs.AI↗

Deliberation Scheduling for Time-Critical Sequential Decision Making

We describe a method for time-critical decision making involving sequential tasks and stochastic processes. The method employs several iterative refinement routines for solving different aspects of the decision making problem. This paper concentrates on the meta-level control problem of deliberation scheduling, allocating computational resources to these routines. We provide different models corresponding to optimization problems that capture the different circumstances and computational strategies for decision making under time constraints. We consider precursor models in which all decision making is performed prior to execution and recurrent models in which decision making is performed in parallel with execution, accounting for the states observed during execution and anticipating future states. We describe algorithms for precursor and recurrent models and provide the results of our empirical investigations to date.

cs.AI↗

On the Complexity of Solving Markov Decision Problems

Markov decision problems (MDPs) provide the foundations for a number of problems of interest to AI researchers studying automated planning and reinforcement learning. In this paper, we summarize results regarding the complexity of solving MDPs and the running time of MDP solution algorithms. We argue that, although MDPs can be solved efficiently in theory, more study is needed to reveal practical algorithms for solving large problems quickly. To encourage future research, we sketch some alternative methods of analysis that rely on the structure of MDPs.

cs.AI↗

Hierarchical Solution of Markov Decision Processes using Macro-actions

We investigate the use of temporally abstract actions, or macro-actions, in the solution of Markov decision processes. Unlike current models that combine both primitive actions and macro-actions and leave the state space unchanged, we propose a hierarchical model (using an abstract MDP) that works with macro-actions only, and that significantly reduces the size of the state space. This is achieved by treating macroactions as local policies that act in certain regions of state space, and by restricting states in the abstract MDP to those at the boundaries of regions. The abstract MDP approximates the original and can be solved more efficiently. We discuss several ways in which macro-actions can be generated to ensure good solution quality. Finally, we consider ways in which macro-actions can be reused to solve multiple, related MDPs; and we show that this can justify the computational overhead of macro-action generation.

cs.AI↗

Solving POMDPs by Searching the Space of Finite Policies

Solving partially observable Markov decision processes (POMDPs) is highly intractable in general, at least in part because the optimal policy may be infinitely large. In this paper, we explore the problem of finding the optimal policy from a restricted set of policies, represented as finite state automata of a given size. This problem is also intractable, but we show that the complexity can be greatly reduced when the POMDP and/or policy are further constrained. We demonstrate good empirical results with a branch-and-bound method for finding globally optimal deterministic policies, and a gradient-ascent method for finding locally optimal stochastic policies.

cs.AI↗

Learning Finite-State Controllers for Partially Observable Environments

Reactive (memoryless) policies are sufficient in completely observable Markov decision processes (MDPs), but some kind of memory is usually necessary for optimal control of a partially observable MDP. Policies with finite memory can be represented as finite-state automata. In this paper, we extend Baird and Moore's VAPS algorithm to the problem of learning general finite-state automata. Because it performs stochastic gradient descent, this algorithm can be shown to converge to a locally optimal finite-state controller. We provide the details of the algorithm and then consider the question of under what conditions stochastic gradient descent will outperform exact gradient descent. We conclude with empirical results comparing the performance of stochastic and exact gradient descent, and showing the ability of our algorithm to extract the useful information contained in the sequence of past observations to compensate for the lack of observability at each time-step.

cs.AI↗

Accelerating EM: An Empirical Study

Many applications require that we learn the parameters of a model from data. EM is a method used to learn the parameters of probabilistic models for which the data for some of the variables in the models is either missing or hidden. There are instances in which this method is slow to converge. Therefore, several accelerations have been proposed to improve the method. None of the proposed acceleration methods are theoretically dominant and experimental comparisons are lacking. In this paper, we present the different proposed accelerations and try to compare them experimentally. From the results of the experiments, we argue that some acceleration of EM is always possible, but that which acceleration is superior depends on properties of the problem.

cs.LG↗

Adaptive Importance Sampling for Estimation in Structured Domains

Sampling is an important tool for estimating large, complex sums and integrals over high dimensional spaces. For instance, important sampling has been used as an alternative to exact methods for inference in belief networks. Ideally, we want to have a sampling distribution that provides optimal-variance estimators. In this paper, we present methods that improve the sampling distribution by systematically adapting it as we obtain information from the samples. We present a stochastic-gradient-descent method for sequentially updating the sampling distribution based on the direct minization of the variance. We also present other stochastic-gradient-descent methods based on the minimizationof typical notions of distance between the current sampling distribution and approximations of the target, optimal distribution. We finally validate and compare the different methods empirically by applying them to the problem of action evaluation in influence diagrams.

cs.AI↗

The Thing That We Tried Didn't Work Very Well : Deictic Representation in Reinforcement Learning

Most reinforcement learning methods operate on propositional representations of the world state. Such representations are often intractably large and generalize poorly. Using a deictic representation is believed to be a viable alternative: they promise generalization while allowing the use of existing reinforcement-learning methods. Yet, there are few experiments on learning with deictic representations reported in the literature. In this paper we explore the effectiveness of two forms of deictic representation and a naïve propositional representation in a simple blocks-world domain. We find, empirically, that the deictic representations actually worsen learning performance. We conclude with a discussion of possible causes of these results and strategies for more effective learning in domains with objects.

cs.LG↗

CAPIR: Collaborative Action Planning with Intention Recognition

We apply decision theoretic techniques to construct non-player characters that are able to assist a human player in collaborative games. The method is based on solving Markov decision processes, which can be difficult when the game state is described by many variables. To scale to more complex games, the method allows decomposition of a game task into subtasks, each of which can be modelled by a Markov decision process. Intention recognition is used to infer the subtask that the human is currently performing, allowing the helper to assist the human in performing the correct task. Experiments show that the method can be effective, giving near-human level performance in helping a human in a collaborative game.

cs.AI↗

Learning Probabilistic Relational Dynamics for Multiple Tasks

The ways in which an agent's actions affect the world can often be modeled compactly using a set of relational probabilistic planning rules. This paper addresses the problem of learning such rule sets for multiple related tasks. We take a hierarchical Bayesian approach, in which the system learns a prior distribution over rule sets. We present a class of prior distributions parameterized by a rule set prototype that is stochastically modified to produce a task-specific rule set. We also describe a coordinate ascent algorithm that iteratively optimizes the task-specific rule sets and the prior distribution. Experiments using this algorithm show that transferring information from related tasks significantly reduces the amount of training data required to predict action effects in blocks-world domains.

cs.AI↗

Learning to Cooperate via Policy Search

Cooperative games are those in which both agents share the same payoff structure. Value-based reinforcement-learning algorithms, such as variants of Q-learning, have been applied to learning cooperative games, but they only apply when the game state is completely observable to both agents. Policy search methods are a reasonable alternative to value-based methods for partially observable environments. In this paper, we provide a gradient-based distributed policy-search method for cooperative games and compare the notion of local optimum to that of Nash equilibrium. We demonstrate the effectiveness of this method experimentally in a small, partially observable simulated soccer domain.

cs.LG↗