Related papers: Boosting Soft Q-Learning by Bounding
In many sequential decision-making problems (e.g., robotics control, game playing, sequential prediction), human or expert data is available containing useful information about the task. However, imitation learning (IL) from a small amount…
Two player zero sum simultaneous action games are common in video games, financial markets, war, business competition, and many other settings. We first introduce the fundamental concepts of reinforcement learning in two player zero sum…
In this paper reinforcement learning with binary vector actions was investigated. We suggest an effective architecture of the neural networks for approximating an action-value function with binary vector actions. The proposed architecture…
Deep reinforcement learning techniques have demonstrated superior performance in a wide variety of environments. As improvements in training algorithms continue at a brisk pace, theoretical or empirical studies on understanding what these…
Q-learning methods represent a commonly used class of algorithms in reinforcement learning: they are generally efficient and simple, and can be combined readily with function approximators for deep reinforcement learning (RL). However, the…
Maximum likelihood estimation (MLE) is the predominant algorithm for training text generation models. This paradigm relies on direct supervision examples, which is not applicable to many emerging applications, such as generating adversarial…
Reinforcement learning studies how an agent should interact with an environment to maximize its cumulative reward. A standard way to study this question abstractly is to ask how many samples an agent needs from the environment to learn an…
We propose a reinforcement learning strategy to control wind turbine energy generation by actively changing the rotor speed, the rotor yaw angle and the blade pitch angle. A double deep Q-learning with a prioritized experience replay agent…
This paper proposes a novel fuzzy action selection method to leverage human knowledge in reinforcement learning problems. Based on the estimates of the most current action-state values, the proposed fuzzy nonlinear mapping as-signs each…
We apply Reinforcement Learning algorithms to solve the classic quantitative finance Market Making problem, in which an agent provides liquidity to the market by placing buy and sell orders while maximizing a utility function. The optimal…
Q-learning is one of the most popular methods in Reinforcement Learning (RL). Transfer Learning aims to utilize the learned knowledge from source tasks to help new tasks to improve the sample complexity of the new tasks. Considering that…
Challenging problems of deep reinforcement learning systems with regard to the application on real systems are their adaptivity to changing environments and their efficiency w.r.t. computational resources and data. In the application of…
In deep reinforcement learning, estimating the value function to evaluate the quality of states and actions is essential. The value function is often trained using the least squares method, which implicitly assumes a Gaussian error…
Q-learning can be described as an all-purpose automaton that provides estimates (Q-values) of the continuation values associated with each available action and follows the naive policy of almost always choosing the action with highest…
As more machine learning agents interact with humans, it is increasingly a prospect that an agent trained to perform a task optimally, using only a measure of task performance as feedback, can violate societal norms for acceptable behavior…
Reinforcement learning has traditionally been studied with exponential discounting or the average reward setup, mainly due to their mathematical tractability. However, such frameworks fall short of accurately capturing human behavior, which…
The ability to compose learned skills to solve new tasks is an important property of lifelong-learning agents. In this work, we formalise the logical composition of tasks as a Boolean algebra. This allows us to formulate new tasks in terms…
In classical Q-learning, the objective is to maximize the sum of discounted rewards through iteratively using the Bellman equation as an update, in an attempt to estimate the action value function of the optimal policy. Conventionally, the…
The objective of active level set estimation for a black-box function is to precisely identify regions where the function values exceed or fall below a specified threshold by iteratively performing function evaluations to gather more…
Text-based games are a popular testbed for language-based reinforcement learning (RL). In previous work, deep Q-learning is commonly used as the learning agent. Q-learning algorithms are challenging to apply to complex real-world domains…