基于异常的强化学习

Pascal Garcia
{"title":"基于异常的强化学习","authors":"Pascal Garcia","doi":"10.1109/IECON.2001.975612","DOIUrl":null,"url":null,"abstract":"In this paper we develop a method using temporally abstract actions to solve Markov decision processes. The basic idea of our method is to define some kind of procedures to control the agent's behavior. These procedures contain a rule constraining actions the agent has to choose. This rule is applied except if some conditions (which we call exceptions) are fulfilled. In this case we relax constraints on actions. We develop a way to propagate states that have created an exception to a rule, to help the agent to escape from blocked situations or locally optimal solutions. We illustrate the method using the \"Sokoban\" game. We compare the method empirically with flat Q-learning. On the proposed tests, learning time is drastically reduced as is the memory required to save the Q-values.","PeriodicalId":345608,"journal":{"name":"IECON'01. 27th Annual Conference of the IEEE Industrial Electronics Society (Cat. No.37243)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2001-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Exception-based reinforcement learning\",\"authors\":\"Pascal Garcia\",\"doi\":\"10.1109/IECON.2001.975612\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this paper we develop a method using temporally abstract actions to solve Markov decision processes. The basic idea of our method is to define some kind of procedures to control the agent's behavior. These procedures contain a rule constraining actions the agent has to choose. This rule is applied except if some conditions (which we call exceptions) are fulfilled. In this case we relax constraints on actions. We develop a way to propagate states that have created an exception to a rule, to help the agent to escape from blocked situations or locally optimal solutions. We illustrate the method using the \\\"Sokoban\\\" game. We compare the method empirically with flat Q-learning. On the proposed tests, learning time is drastically reduced as is the memory required to save the Q-values.\",\"PeriodicalId\":345608,\"journal\":{\"name\":\"IECON'01. 27th Annual Conference of the IEEE Industrial Electronics Society (Cat. No.37243)\",\"volume\":\"15 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2001-11-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IECON'01. 27th Annual Conference of the IEEE Industrial Electronics Society (Cat. No.37243)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/IECON.2001.975612\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IECON'01. 27th Annual Conference of the IEEE Industrial Electronics Society (Cat. No.37243)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IECON.2001.975612","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

本文提出了一种利用时间抽象行为求解马尔可夫决策过程的方法。我们的方法的基本思想是定义某种程序来控制代理的行为。这些过程包含约束代理必须选择的操作的规则。除非满足某些条件(我们称之为例外),否则将应用此规则。在这种情况下,我们放松了对动作的约束。我们开发了一种方法来传播已经创建规则异常的状态,以帮助代理从阻塞情况或局部最优解决方案中逃脱。我们用“Sokoban”游戏来说明这种方法。我们将该方法与平坦q学习进行了经验比较。在建议的测试中,学习时间大大减少,保存q值所需的内存也大大减少。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exception-based reinforcement learning
In this paper we develop a method using temporally abstract actions to solve Markov decision processes. The basic idea of our method is to define some kind of procedures to control the agent's behavior. These procedures contain a rule constraining actions the agent has to choose. This rule is applied except if some conditions (which we call exceptions) are fulfilled. In this case we relax constraints on actions. We develop a way to propagate states that have created an exception to a rule, to help the agent to escape from blocked situations or locally optimal solutions. We illustrate the method using the "Sokoban" game. We compare the method empirically with flat Q-learning. On the proposed tests, learning time is drastically reduced as is the memory required to save the Q-values.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信