scholarly journals Learning Representations in Model-Free Hierarchical Reinforcement Learning

Author(s):  
Jacob Rafati ◽  
David C. Noelle

Common approaches to Reinforcement Learning (RL) are seriously challenged by large-scale applications involving huge state spaces and sparse delayed reward feedback. Hierarchical Reinforcement Learning (HRL) methods attempt to address this scalability issue by learning action selection policies at multiple levels of temporal abstraction. Abstraction can be had by identifying a relatively small set of states that are likely to be useful as subgoals, in concert with the learning of corresponding skill policies to achieve those subgoals. Many approaches to subgoal discovery in HRL depend on the analysis of a model of the environment, but the need to learn such a model introduces its own problems of scale. Once subgoals are identified, skills may be learned through intrinsic motivation, introducing an internal reward signal marking subgoal attainment. We present a novel model-free method for subgoal discovery using incremental unsupervised learning over a small memory of the most recent experiences of the agent. When combined with an intrinsic motivation learning mechanism, this method learns subgoals and skills together, based on experiences in the environment. Thus, we offer an original approach to HRL that does not require the acquisition of a model of the environment, suitable for large-scale applications. We demonstrate the efficiency of our method on a variant of the rooms environment.

Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 349
Author(s):  
Jiawen Li ◽  
Tao Yu

In the proton exchange membrane fuel cell (PEMFC) system, the flow of air and hydrogen is the main factor influencing the output characteristics of PEMFC, and there is a coordination problem between their flow controls. Thus, the integrated controller of the PEMFC gas supply system based on distributed deep reinforcement learning (DDRL) is proposed to solve this problem, it combines the original airflow controller and hydrogen flow controller into one. Besides, edge-cloud collaborative multiple tricks distributed deep deterministic policy gradient (ECMTD-DDPG) algorithm is presented. In this algorithm, an edge exploration policy is adopted, suggesting that the edge explores including DDPG, soft actor-critic (SAC), and conventional control algorithm are employed to realize distributed exploration in the environment, and a classified experience replay mechanism is introduced to improve exploration efficiency. Moreover, various tricks are combined with the cloud centralized training policy to address the overestimation of Q-value in DDPG. Ultimately, a model-free integrated controller of the PEMFC gas supply system with better global searching ability and training efficiency is obtained. The simulation verifies that the controller enables the flows of air and hydrogen to respond more rapidly to the changing load.


Author(s):  
Carlos Diuk ◽  
Michael Littman

Reinforcement learning (RL) deals with the problem of an agent that has to learn how to behave to maximize its utility by its interactions with an environment (Sutton & Barto, 1998; Kaelbling, Littman & Moore, 1996). Reinforcement learning problems are usually formalized as Markov Decision Processes (MDP), which consist of a finite set of states and a finite number of possible actions that the agent can perform. At any given point in time, the agent is in a certain state and picks an action. It can then observe the new state this action leads to, and receives a reward signal. The goal of the agent is to maximize its long-term reward. In this standard formalization, no particular structure or relationship between states is assumed. However, learning in environments with extremely large state spaces is infeasible without some form of generalization. Exploiting the underlying structure of a problem can effect generalization and has long been recognized as an important aspect in representing sequential decision tasks (Boutilier et al., 1999). Hierarchical Reinforcement Learning is the subfield of RL that deals with the discovery and/or exploitation of this underlying structure. Two main ideas come into play in hierarchical RL. The first one is to break a task into a hierarchy of smaller subtasks, each of which can be learned faster and easier than the whole problem. Subtasks can also be performed multiple times in the course of achieving the larger task, reusing accumulated knowledge and skills. The second idea is to use state abstraction within subtasks: not every task needs to be concerned with every aspect of the state space, so some states can actually be abstracted away and treated as the same for the purpose of the given subtask.


2019 ◽  
Vol 30 (11) ◽  
pp. 3409-3418 ◽  
Author(s):  
Nat Dilokthanakul ◽  
Christos Kaplanis ◽  
Nick Pawlowski ◽  
Murray Shanahan

2014 ◽  
Vol 2014 ◽  
pp. 1-6
Author(s):  
Yuchen Fu ◽  
Quan Liu ◽  
Xionghong Ling ◽  
Zhiming Cui

Reinforcement learning (RL) is one kind of interactive learning methods. Its main characteristics are “trial and error” and “related reward.” A hierarchical reinforcement learning method based on action subrewards is proposed to solve the problem of “curse of dimensionality,” which means that the states space will grow exponentially in the number of features and low convergence speed. The method can reduce state spaces greatly and choose actions with favorable purpose and efficiency so as to optimize reward function and enhance convergence speed. Apply it to the online learning in Tetris game, and the experiment result shows that the convergence speed of this algorithm can be enhanced evidently based on the new method which combines hierarchical reinforcement learning algorithm and action subrewards. The “curse of dimensionality” problem is also solved to a certain extent with hierarchical method. All the performance with different parameters is compared and analyzed as well.


Sign in / Sign up

Export Citation Format

Share Document