One of the main challenges in reinforcement learning (RL) is generalisation. In typical deep RL methods this is achieved by approximating the optimal value function with a low-dimensional representation using a deep network. While this approach works well in many domains, in domains where the optimal value function cannot easily be reduced to a low-dimensional representation, learning can be very slow and unstable. This paper contributes towards tackling such challenging domains, by proposing a new method, called Hybrid Reward Architecture (HRA). HRA takes as input a decomposed reward function and learns a separate value function for each component reward function. Because each component typically only depends on a subset of all features, the corresponding value function can be approximated more easily by a low-dimensional representation, enabling more effective learning. We demonstrate HRA on a toy-problem and the Atari game Ms. Pac-Man, where HRA achieves above-human performance.
Reward function decomposition has been studied among others by @cite_9 and @cite_3 . This earlier work focusses on strategies that achieve optimal behavior. Our work is aimed at improving learning-efficiency by using simpler value functions and relaxing optimality requirements.
@cite_9 @cite_3
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This paper investigates the problem of automatically learning how to restructure the reward function of a Markov decision process so as to speed up reinforcement learning. We begin by describing a method that learns a shaped reward function given a set of state and temporal abstractions. Next, we consider decomposition of the per-timestep reward in multieffector problems, in which the overall agent can be decomposed into multiple units that are concurrently carrying out various tasks. We show by example that to find a good reward decomposition, it is often necessary to first shape the rewards appropriately. We then give a function approximation algorithm for solving both problems together. Standard reinforcement learning algorithms can be augmented with our methods, and we show experimentally that in each case, significantly faster learning results. This paper presents a new approach to hierarchical reinforcement learning based on the MAXQ decomposition of the value function. The MAXQ decomposition has both a procedural semantics—as a subroutine hierarchy—and a declarative semantics—as a representation of the value function of a hierarchical policy. MAXQ unifies and extends previous work on hierarchical reinforcement learning by Singh, Kaelbling, and Dayan and Hinton. Conditions under which the MAXQ decomposition can represent the optimal value function are derived. The paper defines a hierarchical Q learning algorithm, proves its convergence, and shows experimentally that it can learn much faster than ordinary “flat” Q learning. Finally, the paper discusses some interesting issues that arise in hierarchical reinforcement learning including the hierarchical credit assignment problem and non-hierarchical execution of the MAXQ hierarchy. We propose a modular framework for multi-relational learning via tensor decomposition. In our learning setting, the training data contains multiple types of relationships among a set of objects, which we represent by a sparse three-mode tensor. The goal is to predict the values of the missing entries. To do so, we model each relationship as a function of a linear combination of latent factors. We learn this latent representation by computing a low-rank tensor decomposition, using quasi-Newton optimization of a weighted objective function. Sparsity in the observed data is captured by the weighted objective, leading to improved accuracy when training data is limited. Exploiting sparsity also improves efficiency, potentially up to an order of magnitude over unweighted approaches. In addition, our framework accommodates arbitrary combinations of smooth, task-specific loss functions, making it better suited for learning different types of relations. For the typical cases of real-valued functions and binary relations, we propose several loss functions and derive the associated parameter gradients. We evaluate our method on synthetic and real data, showing significant improvements in both accuracy and scalability over related factorization techniques. This paper presents a new approach to hierarchical reinforcement learning based on decomposing the target Markov decision process (MDP) into a hierarchy of smaller MDPs and decomposing the value function of the target MDP into an additive combination of the value functions of the smaller MDPs. The decomposition, known as the MAXQ decomposition, has both a procedural semantics--as a subroutine hierarchy--and a declarative semantics--as a representation of the value function of a hierarchical policy. MAXQ unifies and extends previous work on hierarchical reinforcement learning by Singh, Kaelbling, and Dayan and Hinton. It is based on the assumption that the programmer can identify useful subgoals and define subtasks that achieve these subgoals. By defining such subgoals, the programmer constrains the set of policies that need to be considered during reinforcement learning. The MAXQ value function decomposition can represent the value function of any policy that is consistent with the given hierarchy. The decomposition also creates opportunities to exploit state abstractions, so that individual MDPs within the hierarchy can ignore large parts of the state space. This is important for the practical application of the method. This paper defines the MAXQ hierarchy, proves formal results on its representational power, and establishes five conditions for the safe use of state abstractions. The paper presents an online model-free learning algorithm, MAXQ-Q, and proves that it converges with probability 1 to a kind of locally-optimal policy known as a recursively optimal policy, even in the presence of the five kinds of state abstraction. The paper evaluates the MAXQ representation and MAXQ-Q through a series of experiments in three domains and shows experimentally that MAXQ-Q (with state abstractions) converges to a recursively optimal policy much faster than flat Q learning. The fact that MAXQ learns a representation of the value function has an important benefit: it makes it possible to compute and execute an improved, non-hierarchical policy via a procedure similar to the policy improvement step of policy iteration. The paper demonstrates the effectiveness of this nonhierarchical execution experimentally. Finally, the paper concludes with a comparison to related work and a discussion of the design tradeoffs in hierarchical reinforcement learning.