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Efficient reinforcement learning requires to model the environment.
What is an efficient strategy for
acquiring a model of a non-deterministic Markov environment (NME)?
Reinforcement driven information acquisistion (RDIA), the method
described in this paper, extends
previous work on
``query learning'' and ``experimental design''
(see e.g. [3] for an overview,
see [1,6,4,7,2]
for more recent contributions)
and ``active exploration'',
e.g. [9,8,11].
The method
combines the notion of information gain
with the notion of reinforcement learning.
The latter is used to devise exploration strategies that
maximize the former.
Experiments demonstrate significant advantages of RDIA.
Basic set-up / Q-Learning.
An agent lives in a NME.
At a given discrete time step , the environment is in state
(one of possible states
), and
the agent executes action (one of possible
actions
).
This affects the environmental state:
If and , then
with probability , .
At certain times , there is reinforcement .
At time , the goal is to maximize the discounted sum of future
reinforcement
(where
).
We use Watkins' Q-learning [12] for this purpose:
is the agent's evaluation (initially zero)
corresponding to the state/action pair .
The central loop of the algorithm is as follows:
1. Observe current state .
Randomly choose
.
If
,
randomly pick .
Otherwise pick
such that is maximal.
2. Execute , observe and .
3.
where
.
Goto 1.
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Juergen Schmidhuber
2003-02-28
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