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Michael L. Littman

Publications and source records attributed to Michael L. Littman.

At least 55 records · Page 3Linked to original sources

Advantages and Limitations of using Successor Features for Transfer in Reinforcement Learning

One question central to Reinforcement Learning is how to learn a feature representation that supports algorithm scaling and re-use of learned information from different tasks. Successor Features approach this problem by learning a feature representation that satisfies a temporal constraint. We present an implementation of an approach that decouples the feature representation from the reward function, making it suitable for transferring knowledge between domains. We then assess the advantages and limitations of using Successor Features for transfer.

cs.AI↗

An Alternative Softmax Operator for Reinforcement Learning

A softmax operator applied to a set of values acts somewhat like the maximization function and somewhat like an average. In sequential decision making, softmax is often used in settings where it is necessary to maximize utility but also to hedge against problems that arise from putting all of one's weight behind a single maximum utility decision. The Boltzmann softmax operator is the most commonly used softmax operator in this setting, but we show that this operator is prone to misbehavior. In this work, we study a differentiable softmax operator that, among other properties, is a non-expansion ensuring a convergent behavior in learning and planning. We introduce a variant of SARSA algorithm that, by utilizing the new operator, computes a Boltzmann policy with a state-dependent temperature parameter. We show that the algorithm is convergent and that it performs favorably in practice.

cs.AI↗

Environment-Independent Task Specifications via GLTL

We propose a new task-specification language for Markov decision processes that is designed to be an improvement over reward functions by being environment independent. The language is a variant of Linear Temporal Logic (LTL) that is extended to probabilistic specifications in a way that permits approximations to be learned in finite time. We provide several small environments that demonstrate the advantages of our geometric LTL (GLTL) language and illustrate how it can be used to specify standard reinforcement-learning tasks straightforwardly.

cs.AI↗

Near Optimal Behavior via Approximate State Abstraction

The combinatorial explosion that plagues planning and reinforcement learning (RL) algorithms can be moderated using state abstraction. Prohibitively large task representations can be condensed such that essential information is preserved, and consequently, solutions are tractably computable. However, exact abstractions, which treat only fully-identical situations as equivalent, fail to present opportunities for abstraction in environments where no two situations are exactly alike. In this work, we investigate approximate state abstractions, which treat nearly-identical situations as equivalent. We present theoretical guarantees of the quality of behaviors derived from four types of approximate abstractions. Additionally, we empirically demonstrate that approximate abstractions lead to reduction in task complexity and bounded loss of optimality of behavior in a variety of environments.

cs.LG↗

Graphical Models for Game Theory

In this work, we introduce graphical modelsfor multi-player game theory, and give powerful algorithms for computing their Nash equilibria in certain cases. An n-player game is given by an undirected graph on n nodes and a set of n local matrices. The interpretation is that the payoff to player i is determined entirely by the actions of player i and his neighbors in the graph, and thus the payoff matrix to player i is indexed only by these players. We thus view the global n-player game as being composed of interacting local games, each involving many fewer players. Each player's action may have global impact, but it occurs through the propagation of local influences.Our main technical result is an efficient algorithm for computing Nash equilibria when the underlying graph is a tree (or can be turned into a tree with few node mergings). The algorithm runs in time polynomial in the size of the representation (the graph and theassociated local game matrices), and comes in two related but distinct flavors. The first version involves an approximation step, and computes a representation of all approximate Nash equilibria (of which there may be an exponential number in general). The second version allows the exact computation of Nash equilibria at the expense of weakened complexity bounds. The algorithm requires only local message-passing between nodes (and thus can be implemented by the players themselves in a distributed manner). Despite an analogy to inference in Bayes nets that we develop, the analysis of our algorithm is more involved than that for the polytree algorithm in, owing partially to the fact that we must either compute, or select from, an exponential number of potential solutions. We discuss a number of extensions, such as the computation of equilibria with desirable global properties (e.g. maximizing global return), and directions for further research.

cs.GT↗

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↗

Incremental Pruning: A Simple, Fast, Exact Method for Partially Observable Markov Decision Processes

Most exact algorithms for general partially observable Markov decision processes (POMDPs) use a form of dynamic programming in which a piecewise-linear and convex representation of one value function is transformed into another. We examine variations of the "incremental pruning" method for solving this problem and compare them to earlier algorithms from theoretical and empirical perspectives. We find that incremental pruning is presently the most efficient exact method for solving POMDPs.

cs.AI↗

The Complexity of Plan Existence and Evaluation in Probabilistic Domains

We examine the computational complexity of testing and finding small plans in probabilistic planning domains with succinct representations. We find that many problems of interest are complete for a variety of complexity classes: NP, co-NP, PP, NP^PP, co-NP^PP, and PSPACE. Of these, the probabilistic classes PP and NP^PP are likely to be of special interest in the field of uncertainty in artificial intelligence and are deserving of additional study. These results suggest a fruitful direction of future algorithmic development.

cs.AI↗

On the Computational Complexity of Stochastic Controller Optimization in POMDPs

We show that the problem of finding an optimal stochastic 'blind' controller in a Markov decision process is an NP-hard problem. The corresponding decision problem is NP-hard, in PSPACE, and SQRT-SUM-hard, hence placing it in NP would imply breakthroughs in long-standing open problems in computer science. Our result establishes that the more general problem of stochastic controller optimization in POMDPs is also NP-hard. Nonetheless, we outline a special case that is convex and admits efficient global solutions.

cs.CC↗

An Efficient Optimal-Equilibrium Algorithm for Two-player Game Trees

Two-player complete-information game trees are perhaps the simplest possible setting for studying general-sum games and the computational problem of finding equilibria. These games admit a simple bottom-up algorithm for finding subgame perfect Nash equilibria efficiently. However, such an algorithm can fail to identify optimal equilibria, such as those that maximize social welfare. The reason is that, counterintuitively, probabilistic action choices are sometimes needed to achieve maximum payoffs. We provide a novel polynomial-time algorithm for this problem that explicitly reasons about stochastic decisions and demonstrate its use in an example card game.

cs.GT↗

Incremental Model-based Learners With Formal Learning-Time Guarantees

Model-based learning algorithms have been shown to use experience efficiently when learning to solve Markov Decision Processes (MDPs) with finite state and action spaces. However, their high computational cost due to repeatedly solving an internal model inhibits their use in large-scale problems. We propose a method based on real-time dynamic programming (RTDP) to speed up two model-based algorithms, RMAX and MBIE (model-based interval estimation), resulting in computationally much faster algorithms with little loss compared to existing bounds. Specifically, our two new learning algorithms, RTDP-RMAX and RTDP-IE, have considerably smaller computational demands than RMAX and MBIE. We develop a general theoretical framework that allows us to prove that both are efficient learners in a PAC (probably approximately correct) sense. We also present an experimental evaluation of these new algorithms that helps quantify the tradeoff between computational and experience demands.

cs.LG↗

CORL: A Continuous-state Offset-dynamics Reinforcement Learner

Continuous state spaces and stochastic, switching dynamics characterize a number of rich, realworld domains, such as robot navigation across varying terrain. We describe a reinforcementlearning algorithm for learning in these domains and prove for certain environments the algorithm is probably approximately correct with a sample complexity that scales polynomially with the state-space dimension. Unfortunately, no optimal planning techniques exist in general for such problems; instead we use fitted value iteration to solve the learned MDP, and include the error due to approximate planning in our bounds. Finally, we report an experiment using a robotic car driving over varying terrain to demonstrate that these dynamics representations adequately capture real-world dynamics and that our algorithm can be used to efficiently solve such problems.

cs.LG↗

A Polynomial-time Nash Equilibrium Algorithm for Repeated Stochastic Games

We present a polynomial-time algorithm that always finds an (approximate) Nash equilibrium for repeated two-player stochastic games. The algorithm exploits the folk theorem to derive a strategy profile that forms an equilibrium by buttressing mutually beneficial behavior with threats, where possible. One component of our algorithm efficiently searches for an approximation of the egalitarian point, the fairest pareto-efficient solution. The paper concludes by applying the algorithm to a set of grid games to illustrate typical solutions the algorithm finds. These solutions compare very favorably to those found by competing algorithms, resulting in strategies with higher social welfare, as well as guaranteed computational efficiency.

cs.GT↗

Exploring compact reinforcement-learning representations with linear regression

This paper presents a new algorithm for online linear regression whose efficiency guarantees satisfy the requirements of the KWIK (Knows What It Knows) framework. The algorithm improves on the complexity bounds of the current state-of-the-art procedure in this setting. We explore several applications of this algorithm for learning compact reinforcement-learning representations. We show that KWIK linear regression can be used to learn the reward function of a factored MDP and the probabilities of action outcomes in Stochastic STRIPS and Object Oriented MDPs, none of which have been proven to be efficiently learnable in the RL setting before. We also combine KWIK linear regression with other KWIK learners to learn larger portions of these models, including experiments on learning factored MDP transition and reward functions together.

cs.LG↗

A Bayesian Sampling Approach to Exploration in Reinforcement Learning

We present a modular approach to reinforcement learning that uses a Bayesian representation of the uncertainty over models. The approach, BOSS (Best of Sampled Set), drives exploration by sampling multiple models from the posterior and selecting actions optimistically. It extends previous work by providing a rule for deciding when to resample and how to combine the models. We show that our algorithm achieves nearoptimal reward with high probability with a sample complexity that is low relative to the speed at which the posterior distribution converges during learning. We demonstrate that BOSS performs quite favorably compared to state-of-the-art reinforcement-learning approaches and illustrate its flexibility by pairing it with a non-parametric model that generalizes across states.

cs.LG↗

Learning is planning: near Bayes-optimal reinforcement learning via Monte-Carlo tree search

Bayes-optimal behavior, while well-defined, is often difficult to achieve. Recent advances in the use of Monte-Carlo tree search (MCTS) have shown that it is possible to act near-optimally in Markov Decision Processes (MDPs) with very large or infinite state spaces. Bayes-optimal behavior in an unknown MDP is equivalent to optimal behavior in the known belief-space MDP, although the size of this belief-space MDP grows exponentially with the amount of history retained, and is potentially infinite. We show how an agent can use one particular MCTS algorithm, Forward Search Sparse Sampling (FSSS), in an efficient way to act nearly Bayes-optimally for all but a polynomial number of steps, assuming that FSSS can be used to act efficiently in any possible underlying MDP.

cs.AI↗

Corpus-based Learning of Analogies and Semantic Relations

We present an algorithm for learning from unlabeled text, based on the Vector Space Model (VSM) of information retrieval, that can solve verbal analogy questions of the kind found in the SAT college entrance exam. A verbal analogy has the form A:B::C:D, meaning "A is to B as C is to D"; for example, mason:stone::carpenter:wood. SAT analogy questions provide a word pair, A:B, and the problem is to select the most analogous word pair, C:D, from a set of five choices. The VSM algorithm correctly answers 47% of a collection of 374 college-level analogy questions (random guessing would yield 20% correct; the average college-bound senior high school student answers about 57% correctly). We motivate this research by applying it to a difficult problem in natural language processing, determining semantic relations in noun-modifier pairs. The problem is to classify a noun-modifier pair, such as "laser printer", according to the semantic relation between the noun (printer) and the modifier (laser). We use a supervised nearest-neighbour algorithm that assigns a class to a given noun-modifier pair by finding the most analogous noun-modifier pair in the training data. With 30 classes of semantic relations, on a collection of 600 labeled noun-modifier pairs, the learning algorithm attains an F value of 26.5% (random guessing: 3.3%). With 5 classes of semantic relations, the F value is 43.2% (random: 20%). The performance is state-of-the-art for both verbal analogies and noun-modifier relations.

cs.LG↗

Combining Independent Modules in Lexical Multiple-Choice Problems

Existing statistical approaches to natural language problems are very coarse approximations to the true complexity of language processing. As such, no single technique will be best for all problem instances. Many researchers are examining ensemble methods that combine the output of multiple modules to create more accurate solutions. This paper examines three merging rules for combining probability distributions: the familiar mixture rule, the logarithmic rule, and a novel product rule. These rules were applied with state-of-the-art results to two problems used to assess human mastery of lexical semantics -- synonym questions and analogy questions. All three merging rules result in ensembles that are more accurate than any of their component modules. The differences among the three rules are not statistically significant, but it is suggestive that the popular mixture rule is not the best rule for either of the two problems.

cs.LG↗