This paper surveys the eld of reinforcement learning from a computer-science perspective. It is written to be accessible to researchers familiar with machine learning. Both the historical basis of the eld and a broad selection of current w ork are summarized. Reinforcement learning is the problem faced by an agent that learns behavior through trial-and-error interactions with a dynamic environment. The work described here has a resemblance to work in psychology, but di ers considerably in the details and in the use of the word reinforcement." The paper discusses central issues of reinforcement learning, including trading o exploration and exploitation, establishing the foundations of the eld via Markov decision theory, learning from delayed reinforcement, constructing empirical models to accelerate learning, making use of generalization and hierarchy, and coping with hidden state. It concludes with a survey of some implemented systems and an assessment of the practical utility of current methods for reinforcement learning.
In the Markov decision process (MDP) formalization of reinforcement learning, a single adaptive agent interacts with an environment defined by a probabilistic transition function. In this solipsistic view, secondary agents can only be part of the environment and are therefore fixed in their behavior. The framework of Markov games allows us to widen this view to include multiple adaptive agents with interacting or competing goals. This paper considers a step in this direction in which exactly two agents with diametrically opposed goals share an environment. It describes a Q-learning-like algorithm for finding optimal policies and demonstrates its application to a simple two-player game in which the optimal policy is probabilistic.
For the problem of model choice in linear regression, we introduce a Bayesian adaptive sampling algorithm (BAS), that samples models without replacement from the space of models. For problems that permit enumeration of all models, BAS is guaranteed to enumerate the model space in 2 p iterations where p is the number of potential variables under consideration. For larger problems where sampling is required, we provide conditions under which BAS provides perfect samples without replacement. When the sampling probabilities in the algorithm are the marginal variable inclusion probabilities, BAS may be viewed as sampling models "near" the median probability model of Barbieri and Berger. As marginal inclusion probabilities are not known in advance, we discuss several strategies to estimate adaptively the marginal inclusion probabilities within BAS. We illustrate the performance of the algorithm using simulated and real data and show that BAS can outperform Markov chain Monte Carlo methods. The algorithm is implemented in the R package BAS available at CRAN. This article has supplementary material online.
Several algorithms for learning near-optimal policies in Markov Decision Processes have been analyzed and proven efficient. Empirical results have suggested that Model-based Interval Estimation (MBIE) learns efficiently in practice, effectively balancing exploration and exploitation. This paper presents a theoretical analysis of MBIE and a new variation called MBIE-EB, proving their efficiency even under worst-case conditions. The paper also introduces a new performance metric, average loss, and relates it to its less "online" cousins from the literature.
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