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Abstract LSPI (Least-Squares Policy Iteration) works well in value function approximation Gaussian kernel is a popular choice as a basis function but can.

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Presentation on theme: "Abstract LSPI (Least-Squares Policy Iteration) works well in value function approximation Gaussian kernel is a popular choice as a basis function but can."— Presentation transcript:

1 Abstract LSPI (Least-Squares Policy Iteration) works well in value function approximation Gaussian kernel is a popular choice as a basis function but can not treat discontinuities well Propose new type of basis function, Geodesic Gaussian Kernels Apply our method to robot control tasks

2 Maze Problem Task: guide a robot to the goal from any place
Up Reward: +1 (reach the goal) 0 (otherwise) Left Right Good Job!! Position Down Task: guide a robot to the goal from any place Condition: no supervision but reward at goal Goal: select optimal action in each position

3 Markov Decision Process (MDP)
A model consisting of {S, A, T, R} S: finite set of states, e.g. si = (xi, yi), i=1,2,3…. A: finite set of actions, e.g. up, down, left, right T: transition function, specifies next state s’ R: immediate reward function Assume MDP is given or can be estimated from data Policy function: specifies action to take in each state Goal: learn good policy function from MDP

4 Reinforcement Learning (RL)
Iterate 1 and 2 (Policy iteration) gives optimal π 1. Evaluate action-value function Q(s,a): discounted sum of future rewards when taking a in s and following π thereafter (Sutton 1998) 2. Update policy Problem: Q(s,a) can not be evaluated directly r(si,ai): immediate reward when taking action a in state s, γ: discount factor (0<γ<1)

5 Bellman Equation Q(s,a) can be evaluated through recursive form
Problem: number of parameters becomes very large in large state and action spaces Slow learning Overfitting

6 Least-Square Policy Iteration
Lagoudakis and Parr, 2005 Linear Architecture φ(s,a): fixed basis function, w: learned weight, K: # of basis functions Learn so as to optimally approximate Bellman equation in the Least-square sense # of learning parameters can be reduced dramatically Problem: How do we choose φi(s,a)?

7 Popular Choice: Gaussian Kernel
ED: Euclid Distance Sc: centre state Bell-shape centered on Sc Smooth surface Gaussian tail goes over the partition Sc One kernel is placed near the partition Sc

8 Value Function with Discontinuities
Approximated value function by 20-randomly located Gaussian kernels Less accurate around the partition Undesired policies are obtained around the partition Obtained Policy Log scale Optimal value function Log scale

9 Aim of This Research Gaussian kernels are not suited for approximating discontinuous value function Value function is smooth along the maze but discontinuous across the partition Goal: We propose new kernel, Geodesic Gaussian Kernels, based on the state space structure

10 Gaussian Kernels on Graph
Ordinary Gaussian Geodesic Gaussian S Sc S Sc Shortest Path (Dijkstra Algorithm) Euclidean Distance

11 Example of Kernels Ordinary Gaussian Geodesic Gaussian Sc Sc Sc
Tail does not go across the partition

12 Value Function by Geodesic Gaussian
Approximated value function by 20-randomly located Geodesic Gaussian kernels Accurate around the partition Desired policies are obtained around the walls Obtained Policies Log scale Optimal value function Log scale

13 Experimental Results Fraction of optimal states Average over 100 runs
Sutton’s maze Three-room maze Fraction of optimal states Average over 100 runs

14 Discussions Ordinary Gaussian:
Large width suffers from the tail problem Small width does not have the tail problem, but is less smooth along the state space. Geodesic Gaussian (with rather large width): Smooth along the state space, while discontinuity across the partitions preserved.

15 Arm Robot Control Reward: 2-DOF robot arm Lead the hand to the apple.
+1 (reach the apple) 0 (otherwise) 2-DOF robot arm Lead the hand to the apple. State space

16 Learned Value Functions by Ordinary Gaussian
smooth over the obstacle

17 Learned Value Functions by Geodesic Gaussian
smooth along the state space

18 Summary of Results Average over 30 runs

19 Khepera Robot Navigation
Khepera robot has 8 IR sensors measuring the distance to obstacles (0-1030) Task: explore unknown maze without collision 6 actions Reward: +10 (a1) +5 (a2/a3) 0 (a4/a5) -4 (a6) -20 (collision)

20 Difficulty of The Task State space is high dimensional (8-D) and large (1030^8) Entire state space can not be explored, thus need inter/extrapolation State transition is highly stochastic

21 State Space and Graph 8D graph by Self-Organized Map is projected onto the 2D subspace for visualization Partitions

22 Learned Value Functions by Ordinary Gaussian
Local maximum When Khepera faces an obstacle, it goes backward (and go forward).

23 Learned Value Functions by Geodesic Gaussian
When Khepera faces an obstacle, it makes a turn (and go forward).

24 Summary of Results Average over 30 runs

25 Conclusion Value function approximation: good basis function needed
Ordinary Gaussian kernel: smooth over discontinuities Geodesic Gaussian kernel: smooth along the state space Graph Gaussian is promising in high-dimensional continuous problems!


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