Hierarchical Reinforcement Learning with the MAXQ Value Function Decomposition
This paper presents a new approach to hierarchical reinforcement learning based on decomposing the target Markov decision process (MDP) into a hierarchy of smaller MDPs and decomposing the value function of the target MDP into an additive combination of the value functions of the smaller MDPs. The decomposition, known as the MAXQ decomposition, has both a procedural semantics---as a subroutine hierarchy---and a declarative semantics---as a representation of the value function of a hierarchical policy. MAXQ unifies and extends previous work on hierarchical reinforcement learning by Singh, Kaelbling, and Dayan and Hinton. It is based on the assumption that the programmer can identify useful subgoals and define subtasks that achieve these subgoals. By defining such subgoals, the programmer constrains the set of policies that need to be considered during reinforcement learning. The MAXQ value function decomposition can represent the value function of any policy that is consistent with the given hierarchy. The decomposition also creates opportunities to exploit state abstractions, so that individual MDPs within the hierarchy can ignore large parts of the state space. This is important for the practical application of the method. This paper defines the MAXQ hierarchy, proves formal results on its representational power, and establishes five conditions for the safe use of state abstractions. The paper presents an online model-free learning algorithm, MAXQ-Q, and proves that it converges with probability 1 to a kind of locally-optimal policy known as a recursively optimal policy, even in the presence of the five kinds of state abstraction. The paper evaluates the MAXQ representation and MAXQ-Q through a series of experiments in three domains and shows experimentally that MAXQ-Q (with state abstractions) converges to a recursively optimal policy much faster than flat Q learning. The fact that MAXQ learns a representation of the value function has an important benefit: it makes it possible to compute and execute an improved, non-hierarchical policy via a procedure similar to the policy improvement step of policy iteration. The paper demonstrates the effectiveness of this non-hierarchical execution experimentally. Finally, the paper concludes with a comparison to related work and a discussion of the design tradeoffs in hierarchical reinforcement learning.
Citation edge evidence
- Deep learning in neural networks: An overview→Hierarchical Reinforcement Learning with the MAXQ Value Function DecompositionLegacy edge — source detail unavailable
- Transfer Learning for Reinforcement Learning Domains: A Survey→Hierarchical Reinforcement Learning with the MAXQ Value Function DecompositionLegacy edge — source detail unavailable
- Hierarchical Reinforcement Learning with the MAXQ Value Function Decomposition→Probabilistic Reasoning in Intelligent Systems: Networks of Plausible InferenceLegacy edge — source detail unavailable
- Hierarchical Reinforcement Learning with the MAXQ Value Function Decomposition→Q-learningLegacy edge — source detail unavailable
- Hierarchical Reinforcement Learning with the MAXQ Value Function Decomposition→Introduction to Reinforcement LearningLegacy edge — source detail unavailable
- Hierarchical Reinforcement Learning with the MAXQ Value Function Decomposition→Learning from Delayed RewardsLegacy edge — source detail unavailable
- Hierarchical Reinforcement Learning with the MAXQ Value Function Decomposition→Technical Note: Q-LearningLegacy edge — source detail unavailable
- Hierarchical Reinforcement Learning with the MAXQ Value Function Decomposition→Dynamic Programming and Markov Processes.Legacy edge — source detail unavailable
- Hierarchical Reinforcement Learning with the MAXQ Value Function Decomposition→Rete: A fast algorithm for the many pattern/many object pattern match problemLegacy edge — source detail unavailable
- Hierarchical Reinforcement Learning with the MAXQ Value Function Decomposition→Neuro-Dynamic ProgrammingLegacy edge — source detail unavailable
- Technical Note: Q-Learning→Learning from Delayed RewardsLegacy edge — source detail unavailable
- Deep learning in neural networks: An overview→Introduction to Reinforcement LearningLegacy edge — source detail unavailable
- Deep learning in neural networks: An overview→Technical Note: Q-LearningLegacy edge — source detail unavailable
- Deep learning in neural networks: An overview→Learning from Delayed RewardsLegacy edge — source detail unavailable
- Deep learning in neural networks: An overview→Q-learningLegacy edge — source detail unavailable
- Deep learning in neural networks: An overview→Neuro-Dynamic ProgrammingLegacy edge — source detail unavailable
- Transfer Learning for Reinforcement Learning Domains: A Survey→Introduction to Reinforcement LearningLegacy edge — source detail unavailable
- Transfer Learning for Reinforcement Learning Domains: A Survey→Learning from Delayed RewardsLegacy edge — source detail unavailable
- Q-learning→Learning from Delayed RewardsLegacy edge — source detail unavailable
What this paper cites, inside the corpus
| Paper | Year | Cited |
|---|---|---|
| Probabilistic Reasoning in Intelligent Systems: Networks of Plausible Inference | 1988 | 16,981 |
| Q-learning | 1992 | 9,099 |
| Introduction to Reinforcement Learning | 1998 | 6,917 |
| Learning from Delayed Rewards | 1989 | 5,473 |
| Technical Note: Q-Learning | 1992 | 3,773 |
| Dynamic Programming and Markov Processes. | 1961 | 3,461 |
| Rete: A fast algorithm for the many pattern/many object pattern match problem | 1982 | 2,635 |
| Neuro-Dynamic Programming | 2001 | 1,491 |
What cites it, inside the corpus
| Paper | Year | Cited |
|---|---|---|
| Deep learning in neural networks: An overview | 2014 | 18,236 |
| Transfer Learning for Reinforcement Learning Domains: A Survey | 2009 | 1,564 |
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Topics
| Reinforcement Learning in Robotics | Computer Science |
| AI-based Problem Solving and Planning | Computer Science |
| Machine Learning and Algorithms | Computer Science |
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