Input Generalization in Delayed Reinforcement Learning: An Algorithm and Performance Comparisons
By David Chapman, Leslie Pack Kaelbling. 1991
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- J. Urgen Schmidhuber
- Sergey Levine
- Yoshua Bengio
- Pieter Abbeel
- Michael L. Littman
- Andrew Barto
- Peter Stone
- Richard S. Sutton
Citations in the corpus
- Conservative Q-Improvement: Reinforcement Learning for an Interpretable Decision-Tree Policy (2019, methodology): “The “G algorithm” [Chapman and Kaelbling, 1991] learns a decision tree incrementally as new examples are added.”
- TTree: Tree-Based State Generalization with Temporally Abstract Actions (2002, result): “Some previous state abstraction algorithms [2, 3] have generated data in a manner similar to TTree, but using single transitions rather than trajectories.”
- From pixels to policies: A bootstrapping agent (2008, unknown): “parti-game [24], U-Trees [20], G Algorithm [25]).”
- Learning to Act Using Real-Time Dynamic Programming (1995, methodology): “For example, Chapman and Kaelbling [ 151 and Tan [76] adapt decisiontree methods, and Mahadevan and Connell [49] use a statistical clustering method.”
- Stochastic dynamic programming with factored representations (2000, background): “Tree representations of policies are sometimes used in reinforcement learning as well [23], though in a somewhat different fashion.”
- Reinforcement learning for closed-loop propofol anesthesia: a study in human volunteers (2014, background): “Q-learning is mathematically robust (Tsitsiklas and Van Roy, 1996; Dayan, 1992), and this robustness has contributed to the method's popularity in applied reinforcement learning.”
- Speeding Up Relational Reinforcement Learning through the Use of an Incremental First Order Decision Tree Learner (2001, methodology): “We use a learning algorithm that is an extension of the G-algorithm [ 4 ].”
- Planning, Learning and Coordination in Multiagent Decision Processes (1996, methodology): “Finally, we note that much research has been carried out in the RL community on generalization of learned values and action choices, as well as value function approximation (especially in continuous domains); see, for example, [22, 14, 38, 12, 36, 50].”
- Closed-Loop Learning of Visual Control Policies (2011, unknown): “The idea of adaptive-resolution techniques in reinforcement learning goes back to the G Algorithm (Chapman & Kaelbling, 1991), and has inspired the other approaches that are discussed below.”
- Tree Based Discretization for Continuous State Space Reinforcement Learning (1998, methodology): “The G algorithm ( Chapman & Kaelbling 1991 ) and the”
- Reinforcement Learning: A Tutorial Survey and Recent Advances (2009, methodology): “Decision trees have also beed used for the same task, and the central idea underlying their use (Chapman and Kaelbling, 1991; Pyeatt and Howe, 1998) is to split the state space, via leaf nodes, into dissimilar grids, and the splitting depends on how often a part of the state space has been visited.”
- Learning reactive and planning rules in a motivationally autonomous animat (1996, background): “Among the solutions that have been suggested to improve learning speed - like generalization procedures [12] or the use of an action model [47] - the most promising seem to be those that advocate a hierarchical organization of state transitions1, within which the propagation of reinforcement signals”
- Integrating Guidance into Relational Reinforcement Learning (2004, methodology): “The TG-algorithm (Driessens, Ramon, and Blockeel, 2001) is an incremental first-order regression tree building algorithm that is based on the G-tree algorithm of Chapman and Kaelbling (Chapman and Kaelbling, 1991).”
- Towards a Unified Theory of State Abstraction for MDPs (2006, methodology): “…policies; φ Q ∗ preserves the optimal state-action value function (e.g., stochastic dynamic programming with factored representations [3] or the G-algorithm [4]); φ a ∗ preserves the optimal action and its value (e.g., utile distinction [18]); and φ π ∗ attempts to preserve the optimal action [14].”
- Reinforcement Learning with Decision Trees (2003, methodology): “The G-learning algorithm [6] uses a decision tree to generate a variable resolution discretization for a space with binary inputs.”
- Decision-Theoretic Planning: Structural Assumptions and Computational Leverage (1999, methodology): “Decision trees have also been used for policies and value functions [22, 32].”