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Lex Weaver

Publications and source records attributed to Lex Weaver.

9 recordsLinked to original sources

Reinforcement Learning From State and Temporal Differences

TD($\lambda$) with function approximation has proved empirically successful for some complex reinforcement learning problems. For linear approximation, TD($\lambda$) has been shown to minimise the squared error between the approximate value of each state and the true value. However, as far as policy is concerned, it is error in the relative ordering of states that is critical, rather than error in the state values. We illustrate this point, both in simple two-state and three-state systems in which TD($\lambda$)--starting from an optimal policy--converges to a sub-optimal policy, and also in backgammon. We then present a modified form of TD($\lambda$), called STD($\lambda$), in which function approximators are trained with respect to relative state values on binary decision problems. A theoretical analysis, including a proof of monotonic policy improvement for STD($\lambda$) in the context of the two-state system, is presented, along with a comparison with Bertsekas' differential training method [1]. This is followed by successful demonstrations of STD($\lambda$) on the two-state system and a variation on the well known acrobot problem.

cs.LG

A Multi-Agent, Policy-Gradient approach to Network Routing

Network routing is a distributed decision problem which naturally admits numerical performance measures, such as the average time for a packet to travel from source to destination. OLPOMDP, a policy-gradient reinforcement learning algorithm, was successfully applied to simulated network routing under a number of network models. Multiple distributed agents (routers) learned co-operative behavior without explicit inter-agent communication, and they avoided behavior which was individually desirable, but detrimental to the group's overall performance. Furthermore, shaping the reward signal by explicitly penalizing certain patterns of sub-optimal behavior was found to dramatically improve the convergence rate.

cs.LG

The Optimal Reward Baseline for Gradient-Based Reinforcement Learning

There exist a number of reinforcement learning algorithms which learnby climbing the gradient of expected reward. Their long-runconvergence has been proved, even in partially observableenvironments with non-deterministic actions, and without the need fora system model. However, the variance of the gradient estimator hasbeen found to be a significant practical problem. Recent approacheshave discounted future rewards, introducing a bias-variance trade-offinto the gradient estimate. We incorporate a reward baseline into thelearning system, and show that it affects variance without introducingfurther bias. In particular, as we approach the zero-bias,high-variance parameterization, the optimal (or variance minimizing)constant reward baseline is equal to the long-term average expectedreward. Modified policy-gradient algorithms are presented, and anumber of experiments demonstrate their improvement over previous work.

cs.LG

Sorting Integers on the AP1000

Sorting is one of the classic problems of computer science. Whilst well understood on sequential machines, the diversity of architectures amongst parallel systems means that algorithms do not perform uniformly on all platforms. This document describes the implementation of a radix based algorithm for sorting positive integers on a Fujitsu AP1000 Supercomputer, which was constructed as an entry in the Joint Symposium on Parallel Processing (JSPP) 1994 Parallel Software Contest (PSC94). Brief consideration is also given to a full radix sort conducted in parallel across the machine.

cs.DC

Design and Evaluation of Mechanisms for a Multicomputer Object Store

Multicomputers have traditionally been viewed as powerful compute engines. It is from this perspective that they have been applied to various problems in order to achieve significant performance gains. There are many applications for which this compute intensive approach is only a partial solution. CAD, virtual reality, simulation, document management and analysis all require timely access to large amounts of data. This thesis investigates the use of the object store paradigm to harness the large distributed memories found on multicomputers. The design, implementation, and evaluation of a distributed object server on the Fujitsu AP1000 is described. The performance of the distributed object server under example applications, mainly physical simulation problems, is used to evaluate solutions to the problems of client space recovery, object migration, and coherence maintenance. The distributed object server follows the client-server model, allows object replication, and uses binary semaphores as a concurrency control measure. Instrumentation of the server under these applications supports several conclusions: client space recovery should be dynamically controlled by the application, predictively prefetching object replicas yields benefits in restricted circumstances, object migration by storage unit (segment) is not generally suitable where there are many objects per storage unit, and binary semaphores are an expensive concurrency control measure in this environment.

cs.DC

KnightCap: A chess program that learns by combining TD(lambda) with game-tree search

In this paper we present TDLeaf(lambda), a variation on the TD(lambda) algorithm that enables it to be used in conjunction with game-tree search. We present some experiments in which our chess program ``KnightCap'' used TDLeaf(lambda) to learn its evaluation function while playing on the Free Internet Chess Server (FICS, fics.onenet.net). The main success we report is that KnightCap improved from a 1650 rating to a 2150 rating in just 308 games and 3 days of play. As a reference, a rating of 1650 corresponds to about level B human play (on a scale from E (1000) to A (1800)), while 2150 is human master level. We discuss some of the reasons for this success, principle among them being the use of on-line, rather than self-play.

cs.LG

TDLeaf(lambda): Combining Temporal Difference Learning with Game-Tree Search

In this paper we present TDLeaf(lambda), a variation on the TD(lambda) algorithm that enables it to be used in conjunction with minimax search. We present some experiments in both chess and backgammon which demonstrate its utility and provide comparisons with TD(lambda) and another less radical variant, TD-directed(lambda). In particular, our chess program, ``KnightCap,'' used TDLeaf(lambda) to learn its evaluation function while playing on the Free Internet Chess Server (FICS, fics.onenet.net). It improved from a 1650 rating to a 2100 rating in just 308 games. We discuss some of the reasons for this success and the relationship between our results and Tesauro's results in backgammon.

cs.LG

Pre-fetching tree-structured data in distributed memory

A distributed heap storage manager has been implemented on the Fujitsu AP1000 multicomputer. The performance of various pre-fetching strategies is experimentally compared. Subjective programming benefits and objective performance benefits of up to 10% in pre-fetching are found for certain applications, but not for all. The performance benefits of pre-fetching depend on the specific data structure and access patterns. We suggest that control of pre-fetching strategy be dynamically under the control of the application.

cs.DC

Evolution of Neural Networks to Play the Game of Dots-and-Boxes

Dots-and-Boxes is a child's game which remains analytically unsolved. We implement and evolve artificial neural networks to play this game, evaluating them against simple heuristic players. Our networks do not evaluate or predict the final outcome of the game, but rather recommend moves at each stage. Superior generalisation of play by co-evolved populations is found, and a comparison made with networks trained by back-propagation using simple heuristics as an oracle.

cs.NE