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Dynamic Action Space Handling Method for Reinforcement Learning Models 원문보기

Journal of information processing systems, v.16 no.5, 2020년, pp.1223 - 1230  

Woo, Sangchul (Dept. of Multimedia Engineering, Dongguk University) ,  Sung, Yunsick (Dept. of Multimedia Engineering, Dongguk University)

Abstract AI-Helper 아이콘AI-Helper

Recently, extensive studies have been conducted to apply deep learning to reinforcement learning to solve the state-space problem. If the state-space problem was solved, reinforcement learning would become applicable in various fields. For example, users can utilize dance-tutorial systems to learn h...

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표/그림 (7)

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제안 방법

  • α and γ are constants; γ is the step size in the incremental mean, and is the depreciation rate. The proposed method has the advantage of being applied to various algorithms of reinforcement learning without modifications, as it reduces the state space by decreasing the number of selectable actions.
  • Because actions that were not performed or were unlikely to be the optimal behaviors were not learned, and state space was not allocated to them, the learning time could be shortened, and the state space could be reduced. The proposed method was experimentally verified by applying it to a game of Tic-Tac-Toe. The proposed method showed results similar to those of traditional Q-learning even when the state space was reduced to approximately 0.
  • This paper proposes a reinforcement learning algorithm in which learning is performed by dynamically adjusting the action space. Because actions that are not performed or are unlikely to be optimal are not learned, and the state space is not allocated, the learning time can be shortened owing to the reduced state space.

이론/모형

  • We propose a method to solve such a state-space problem by reducing the action space. The proposed method is applicable to various algorithms of reinforcement learning, such as the Monte Carlo method, Sarsa, and Q-learning [5], to enable their use in real time.
  • This section introduces a series of processes to verify the proposed method. The proposed method is applied to Tic-Tac-Toe games for verification. This section presents the Tic-Tac-Toe game and details the application process and experimental results of the proposed method.
  • The proposed method was applied to solve the state-space problem. The action space of the Tic-Tac-Toe game was reduced as follows to remove the state-space in relation to actions that were not performed or were unlikely to be performed.
  • We trained the model by applying a Q-learning algorithm, which is a time-difference-based learning system that utilizes the merits of the Monte Carlo method and the dynamic planning method. Q-learning learns an optimal policy via an action value function used to calculate the cost incurred when a specific action is performed in the current state.
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참고문헌 (5)

  1. V. Francois-Lavet, P. Henderson, R. Islam, M. G. Bellemare, and J. Pineau, "An introduction to deep reinforcement learning," Foundations and Trends in Machine Learning, vol. 11, no. 3-4, pp. 219-354, 2018. 

  2. O. Alemi, J. Francoise, and P. Pasquier, "GrooveNet: real-time music-driven dance movement generation using artificial neural networks," in Workshop on Machine Learning for Creativity in conjunction with the 23rd ACM SIGKDD International Conference on Knowledge Discovery and Data Mining, Halifax, Canada, 2017. 

  3. A. Raghu, M. Komorowski, L. A. Celi, P. Szolovits, and M. Ghassemi, "Continuous state-space models for optimal sepsis treatment-a deep reinforcement learning approach," in Proceedings of the Machine Learning for Health Care Conference (MLHC), Boston, MA, 2017, pp. 147-163. 

  4. R. Garg and D. P. Nayak, "Game of tic-tac-toe: Simulation using Min-Max algorithm," International Journal of Advanced Research in Computer Science, vol. 8, no. 7, pp. 1074-1077, 2017. 

  5. C. Jin, Z. Allen-Zhu, S. Bubeck, and M. I. Jordan, "Is Q-learning provably efficient?," Advances in Neural Information Processing Systems, vol. 31, pp. 4863-4873, 2018. 

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