In the real world, agents often have to operate in situations with incomplete information, limited sensing capabilities, and inherently stochastic environments, making individual observations incomplete and unreliable. Moreover, in many situations it is preferable to delay a decision rather than run the risk of making a bad decision. In such situations it is necessary to aggregate information before taking an action; however, most state of the art reinforcement learning (RL) algorithms are biased towards taking actions , even if the agent is not particularly confident in its chosen action. This lack of caution can lead the agent to make critical mistakes, regardless of prior experience and acclimation to the environment. Motivated by theories of dynamic resolution of uncertainty during decision making in biological brains, we propose a simple accumulator module which accumulates evidence in favor of each possible decision, encodes uncertainty as a dynamic competition between actions, and acts on the environment only when it is sufficiently confident in the chosen action. The agent makes no decision by default, and the burden of proof to make a decision falls on the policy to accrue evidence strongly in favor of a single decision. Our results show that this accumulator module achieves near-optimal performance on a simple guessing game, far outperforming deep recurrent networks using traditional, forced action selection policies.
Partially Observable Markov Decision Processes (POMDPs) @cite_12 @cite_18 @cite_5 are the de-facto choice for modeling partially observable stochastic domains. first successfully used an LSTM layer in a DQN @cite_3 . Since then, it has become a standard part of Deep RL architectures, including both on-policy and off-policy RL algorithms @cite_19 @cite_8 . Another strategy consists of using Hidden Markov Models @cite_10 to learn a model of the environment, for domains where the environment is itself Markovian, but does not appear to be so to the agent because of partial observability.
@cite_18 @cite_8 @cite_3 @cite_19 @cite_5 @cite_10 @cite_12
2160067530 2522489477 2126404188 2892056821 1602007439 2123651102 2168359464
Increasing attention has been paid to reinforcement learning algorithms in recent years, partly due to successes in the theoretical analysis of their behavior in Markov environments. If the Markov assumption is removed, however, neither generally the algorithms nor the analyses continue to be usable. We propose and analyze a new learning algorithm to solve a certain class of non-Markov decision problems. Our algorithm applies to problems in which the environment is Markov, but the learner has restricted access to state information. The algorithm involves a Monte-Carlo policy evaluation combined with a policy improvement method that is similar to that of Markov decision problems and is guaranteed to converge to a local maximum. The algorithm operates in the space of stochastic policies, a space which can yield a policy that performs considerably better than any deterministic policy. Although the space of stochastic policies is continuous--even for a discrete action space--our algorithm is computationally tractable. Advances in deep reinforcement learning have allowed autonomous agents to perform well on Atari games, often outperforming humans, using only raw pixels to make their decisions. However, most of these games take place in 2D environments that are fully observable to the agent. In this paper, we present the first architecture to tackle 3D environments in first-person shooter games, that involve partially observable states. Typically, deep reinforcement learning methods only utilize visual input for training. We present a method to augment these models to exploit game feature information such as the presence of enemies or items, during the training phase. Our model is trained to simultaneously learn these features along with minimizing a Q-learning objective, which is shown to dramatically improve the training speed and performance of our agent. Our architecture is also modularized to allow different models to be independently trained for different phases of the game. We show that the proposed architecture substantially outperforms built-in AI agents of the game as well as humans in deathmatch scenarios. The persistent modification of synaptic efficacy as a function of the relative timing of pre- and postsynaptic spikes is a phenomenon known as spike-timing-dependent plasticity (STDP). Here we show that the modulation of STDP by a global reward signal leads to reinforcement learning. We first derive analytically learning rules involving reward-modulated spike-timing-dependent synaptic and intrinsic plasticity, by applying a reinforcement learning algorithm to the stochastic spike response model of spiking neurons. These rules have several features common to plasticity mechanisms experimentally found in the brain. We then demonstrate in simulations of networks of integrate-and-fire neurons the efficacy of two simple learning rules involving modulated STDP. One rule is a direct extension of the standard STDP model (modulated STDP), and the other one involves an eligibility trace stored at each synapse that keeps a decaying memory of the relationships between the recent pairs of pre- and postsynaptic spike pairs (modulated STDP with eligibility trace). This latter rule permits learning even if the reward signal is delayed. The proposed rules are able to solve the XOR problem with both rate coded and temporally coded input and to learn a target output firing-rate pattern. These learning rules are biologically plausible, may be used for training generic artificial spiking neural networks, regardless of the neural model used, and suggest the experimental investigation in animals of the existence of reward-modulated STDP. Research in deep reinforcement learning (RL) has coalesced around improving performance on benchmarks like the Arcade Learning Environment. However, these benchmarks conspicuously miss important characteristics like abrupt context-dependent shifts in strategy and temporal sensitivity that are often present in real-world domains. As a result, RL research has not focused on these challenges, resulting in algorithms which do not understand critical changes in context, and have little notion of real world time. To tackle this issue, this paper introduces the game of Space Fortress as a RL benchmark which incorporates these characteristics. We show that existing state-of-the-art RL algorithms are unable to learn to play the Space Fortress game. We then confirm that this poor performance is due to the RL algorithms' context insensitivity and reward sparsity. We also identify independent axes along which to vary context and temporal sensitivity, allowing Space Fortress to be used as a testbed for understanding both characteristics in combination and also in isolation. We release Space Fortress as an open-source Gym environment. This paper surveys models and algorithms dealing with partially observable Markov decision processes. A partially observable Markov decision process (POMDP) is a generalization of a Markov decision process which permits uncertainty regarding the state of a Markov process and allows for state information acquisition. A general framework for finite state and action POMDP's is presented. Next, there is a brief discussion of the development of POMDP's and their relationship with other decision processes. A wide range of models in such areas as quality control, machine maintenance, internal auditing, learning, and optimal stopping are discussed within the POMDP-framework. Lastly, algorithms for computing optimal solutions to POMDP's are presented. In this paper, we bring techniques from operations research to bear on the problem of choosing optimal actions in partially observable stochastic domains. We begin by introducing the theory of Markov decision processes (mdps) and partially observable MDPs (pomdps). We then outline a novel algorithm for solving pomdps off line and show how, in some cases, a finite-memory controller can be extracted from the solution to a POMDP. We conclude with a discussion of how our approach relates to previous work, the complexity of finding exact solutions to pomdps, and of some possibilities for finding approximate solutions.