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T.M. Moerland

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Sequential decision making, commonly formalized as Markov Decision Process (MDP) optimization, is an important challenge in artificial intelligence. Two key approaches to this problem are reinforcement learning (RL) and planning. This survey is an integration of both fields, better known as model-based reinforcement learning. Model-based RL has two main steps. First, we systematically cover approaches to dynamics model learning, including challenges like dealing with stochasticity, uncertainty, partial observability, and temporal abstraction. Second, we present a systematic categorization of planning-learning integration, including aspects like: where to start planning, what budgets to allocate to planning and real data collection, how to plan, and how to integrate planning in the learning and acting loop. After these two sections, we also discuss implicit model-based RL as an end-to-end alternative for model learning and planning, and we cover the potential benefits of model-based RL. Along the way, the survey also draws connections to several related RL fields, like hierarchical RL and transfer learning. Altogether, the survey presents a broad conceptual overview of the combination of planning and learning for MDP optimization. ...
Doctoral thesis (2021) - T.M. Moerland
Intelligent sequential decision making is a key challenge in artificial intelligence. The problem, commonly formalized as a Markov Decision Process, is studied in two different research communities: planning and reinforcement learning. Departing from a fundamentally different assumption about the type of access to the environment, both research fields have developed their own solution approaches and conventions. The combination of both fields, known as model-based reinforcement learning, has recently shown state-of-the-art results, for example defeating human experts in classic board games like Chess and Go. Nevertheless, literature lacks an integrated view on 1) the similarities between planning and learning, and 2) the possible combinations of both. This dissertation aims to fill this gap. The first half of the book presents a conceptual answer to both questions. We first present a framework that disentangles the common algorithmic space of both fields, showing that they essentially face the same algorithmic design decisions. Moreover, we also present an overview of the different ways in which planning and learning can be combined in one algorithm. The second half of the dissertation provides experimental illustration of these ideas. We present several new combinations of planning and learning, such as a flexible method to learn stochastic dynamics models with neural networks, an extension of a successful planning-learning algorithm (AlphaZero) to deal with continuous action spaces, and a study of the empirical trade-off between planning and learning. Finally, we also illustrate the commonalities between both fields, by designing a new algorithm in one field based on inspiration from the other field. We conclude the thesis with an outlook for the planning-learning field as a whole. Altogether, the dissertation provides a broad theoretical and empirical view on the combination of planning and learning, which promises to be an important frontier in artificial intelligence research in the coming years. ...
Book chapter (2020) - Thomas M. Moerland, Joost Broekens, Catholijn M. Jonker
Sequential decision making, commonly formalized as Markov Decision Process optimiza-tion, is a key challenge in artificial intelligence. Two successful approaches to MDP opti-mization are planning and reinforcement learning. Both research fields largely have their own research communities. However, if both research fields solve the same problem, then we should be able to disentangle the common factors in their solution approaches. Therefore,this paper presents a unifying framework for reinforcement learning and planning (FRAP),which identifies the underlying dimensions on which any planning or learning algorithm has to decide. At the end of the paper, we compare - in a single table - a variety of well-known planning, model-free and model-based RL algorithms along the dimensions of our frame-work, illustrating the validity of the framework. Altogether, FRAP provides deeper insight into the algorithmic space of planning and reinforcement learning, and also suggests new approaches to integration of both fields ...

The Computational Trade-off Between Planning And Reinforcement Learning

Book chapter (2020) - Thomas M. Moerland, Anna Deichler, Simone Baldi, Joost Broekens, Catholijn M. Jonker
Planning and reinforcement learning are two key approaches to sequential decision making. Multi-step approximate real-time dynamic programming, a recently successful algorithm class of which AlphaZero [Silver et al., 2018] is an example, combines both by nesting planning within a learning loop. However, the combination of planning and learning introduces a new question: how should we balance time spend on planning, learning and acting? The importance of this trade-off has not been explicitly studied before. We show that it is actually of key importance, with computational results indicating that we should neither plan too long nor too short. Conceptually, we identify a new spectrum of planning-learning algorithms which ranges from exhaustive search (long planning) to model-free RL (no planning), with optimal performance achieved midway. ...

Towards kinodynamic planning without numerical trajectory optimization

Sampling-based kinodynamic planners, such as Rapidly-exploring Random Trees (RRTs), pose two fundamental challenges: computing a reliable (pseudo-)metric for the distance between two randomly sampled nodes, and computing a steering input to connect the nodes. The core of these challenges is a Two Point Boundary Value Problem, which is known to be NP-hard. Recently, the distance metric has been approximated using supervised learning, reducing computation time drastically. The previous work on such learning RRTs use direct optimal control to generate the data for supervised learning. This paper proposes to use indirect optimal control instead, because it provides two benefits: it reduces the computational effort to generate the data, and it provides a low dimensional parametrization of the action space. The latter allows us to learn both the distance metric and the steering input to connect two nodes. This eliminates the need for a local planner in learning RRTs. Experimental results on a pendulum swing up show 10-fold speed-up in both the offline data generation and the online planning time, leading to at least a 10-fold speed-up in the overall planning time.

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This article provides the first survey of computational models of emotion in reinforcement learning (RL) agents. The survey focuses on agent/robot emotions, and mostly ignores human user emotions. Emotions are recognized as functional in decision-making by influencing motivation and action selection. Therefore, computational emotion models are usually grounded in the agent’s decision making architecture, of which RL is an important subclass. Studying emotions in RL-based agents is useful for three research fields. For machine learning (ML) researchers, emotion models may improve learning efficiency. For the interactive ML and human–robot interaction community, emotions can communicate state and enhance user investment. Lastly, it allows affective modelling researchers to investigate their emotion theories in a successful AI agent class. This survey provides background on emotion theory and RL. It systematically addresses (1) from what underlying dimensions (e.g. homeostasis, appraisal) emotions can be derived and how these can be modelled in RL-agents, (2) what types of emotions have been derived from these dimensions, and (3) how these emotions may either influence the learning efficiency of the agent or be useful as social signals. We also systematically compare evaluation criteria, and draw connections to important RL sub-domains like (intrinsic) motivation and model-based RL. In short, this survey provides both a practical overview for engineers wanting to implement emotions in their RL agents, and identifies challenges and directions for future emotion-RL research. ...
In this paper we study how to learn stochastic, multimodal transition dynamics in reinforcement learning (RL) tasks. We focus on evaluating transition function estimation, while we defer planning over this model to future work. Stochasticity is a fundamental property of many task environments. However, discriminative function approximators have difficulty estimating multimodal stochasticity. In contrast, deep generative models do capture complex high-dimensional outcome distributions. First we discuss why, amongst such models, conditional variational inference (VI) is theoretically most appealing for model-based RL. Subsequently, we compare different VI models on their ability to learn complex stochasticity on simulated functions, as well as on a typical RL gridworld with multimodal dynamics. Results show VI successfully predicts multimodal outcomes, but also robustly ignores these for deterministic parts of the transition dynamics. In summary, we show a robust method to learn multimodal transitions using function approximation, which is a key preliminary for model-based RL in stochastic domains. ...
Conference paper (2017) - Thomas Moerland, Joost Broekens, Catholijn Jonker
This paper studies directed exploration for reinforcement learning agents by tracking uncertainty about the value of each available action. We identify two sources of uncertainty that are relevant for exploration. The first originates from limited data (parametric uncertainty), while the second originates from the distribution of the returns (return uncertainty). We identify methods to learn these distributions with deep neural networks, where we estimate parametric uncertainty with Bayesian drop-out, while return uncertainty is propagated through the Bellman equation as a Gaussian distribution. Then, we identify that both can be jointly estimated in one network, which we call the Double Uncertain Value Network. The policy is directly derived from the learned distributions based on Thompson sampling. Experimental results show that both types of uncertainty may vastly improve learning in domains with a strong exploration challenge. ...

Novelty detection for action recognition in personal robots

Novelty detection is essential for personal robots to continuously learn and adapt in open environments. This paper specifically studies novelty detection in the context of action recognition. To detect unknown (novel) human action sequences we propose a new method called background models, which is applicable to any generative classifier. Our closed-set action recognition system consists of a new skeleton-based feature combined with a Hidden Markov Model (HMM)-based generative classifier, which has shown good earlier results in action recognition. Subsequently, novelty detection is approached from both a posterior likelihood and hypothesis testing view, which is unified as background models. We investigate a diverse set of background models: sum over competing models, filler models, flat models, anti-models, and some reweighted combinations. Our standard recognition system has an inter-subject recognition accuracy of 96% on the Microsoft Research Action 3D dataset. Moreover, the novelty detection module combining anti-models with flat models has 78% accuracy in novelty detection, while maintaining 78% standard recognition accuracy as well. Our methodology can increase robustness of any current HMM-based action recognition system against open environments, and is a first step towards an incrementally learning system. ...
Conference paper (2016) - Thomas Moerland, Joost Broekens, Catholijn Jonker
Social agents and robots will require both learning and emotional capabilities to successfully enter society. This paper connects both challenges, by studying models of emotion generation in sequential decision-making agents. Previous work in this field has focussed on model-free reinforcement learning (RL). However, important emotions like hope and fear need anticipation, which requires a model and forward simulation. Taking inspiration from the psychological Belief-Desire Theory of Emotions (BDTE), our work specifies models of hope and fear based on best and worst forward traces. To efficiently estimate these traces, we integrate a well-known Monte Carlo Tree Search procedure (UCT) into a model based RL architecture. Test results in three known RL domains illustrate emotion dynamics, dependencies on policy and environmental stochasticity, and plausibility in individual Pacman game settings. Our models enable agents to naturally elicit hope and fear during learning, and moreover, explain what anticipated event caused this. ...