In recent years, neural networks have enjoyed a renaissance as function approximators in reinforcement learning. Two decades after Tesauro's TD-Gammon achieved near top-level human performance in backgammon, the deep reinforcement learning algorithm DQN achieved human-level performance in many Atari 2600 games. The purpose of this study is twofold. First, we propose two activation functions for neural network function approximation in reinforcement learning: the sigmoid-weighted linear unit (SiLU) and its derivative function (dSiLU). The activation of the SiLU is computed by the sigmoid function multiplied by its input. Second, we suggest that the more traditional approach of using on-policy learning with eligibility traces, instead of experience replay, and softmax action selection can be competitive with DQN, without the need for a separate target network. We validate our proposed approach by, first, achieving new state-of-the-art results in both stochastic SZ-Tetris and Tetris with a small 10 × 10 board, using TD(λ) learning and shallow dSiLU network agents, and, then, by outperforming DQN in the Atari 2600 domain by using a deep Sarsa(λ) agent with SiLU and dSiLU hidden units.
17 February 2003 in Philosophical Transactions of the Royal Society B: Biological Sciences
Recent empirical studies have implicated the use of the motor system during action observation, imitation and social interaction. In this paper, we explore the computational parallels between the processes that occur in motor control and in action observation, imitation, social interaction and theory of mind. In particular, we examine the extent to which motor commands acting on the body can be equated with communicative signals acting on other people and suggest that computational solutions for motor control may have been extended to the domain of social interaction.
This article presents a reinforcement learning framework for continuous-time dynamical systems without a priori discretization of time, state, and action. Basedonthe Hamilton-Jacobi-Bellman (HJB) equation for infinite-horizon, discounted reward problems, we derive algorithms for estimating value functions and improving policies with the use of function approximators. The process of value function estimation is formulated as the minimization of a continuous-time form of the temporal difference (TD) error. Update methods based on backward Euler approximation and exponential eligibility traces are derived, and their correspondences with the conventional residual gradient, TD (0), and TD (λ) algorithms are shown. For policy improvement, two methods—a continuous actor-critic method and a value-gradient-based greedy policy—are formulated. As a special case of the latter, a nonlinear feedback control law using the value gradient and the model of the input gain is derived. The advantage updating, a model-free algorithm derived previously, is also formulated in the HJB-based framework. The performance of the proposed algorithms is first tested in a nonlinear control task of swinging a pendulum up with limited torque. It is shown in the simulations that (1) the task is accomplished by the continuous actor-critic method in a number of trials several times fewer than by the conventional discrete actor-critic method; (2) among the continuous policy update methods, the value-gradient-based policy with a known or learned dynamic model performs several times better than the actor-critic method; and (3) a value function update using exponential eligibility traces is more efficient and stable than that based on Euler approximation. The algorithms are then tested in a higher-dimensional task: cart-pole swing-up. This task is accomplished in several hundred trials using the value-gradient-based policy with a learned dynamic model.
1 December 2000 in Current Opinion in Neurobiology
The estimation of the reward an action will yield is critical in decision-making. To elucidate the role of the basal ganglia in this process, we recorded striatal neurons of monkeys who chose between left and right handle turns, based on the estimated reward probabilities of the actions. During a delay period before the choices, the activity of more than one-third of striatal projection neurons was selective to the values of one of the two actions. Fewer neurons were tuned to relative values or action choice. These results suggest representation of action values in the striatum, which can guide action selection in the basal ganglia circuit.