8140980
An MDP-Based Approach to Online Mechanism Design
Online mechanism design (MD) considers the problem of providing incentives to implement desired system-wide outcomes in systems with self-interested agents that arrive and depart dynamically. Agents can choose to misrepresent their arrival and departure times, in addition to information about their value for different outcomes. We consider the problem of maximizing the total long-term value of the system despite the self-interest of agents. The online MD problem induces a Markov Decision Process (MDP), which when solved can be used to implement optimal policies in a truth-revealing Bayesian-Nash equilibrium.
5053575
Bias-Variance Error Bounds for Temporal Difference Updates
Temporal difference (td) algorithms are used in reinforcement learning to compute estimates of the value of a given policy in an unknown Markov decision process (policy evaluation). We give rigorous upper bounds on the error of the closely related phased td algorithms (which differ from the standard updates in their treatment of the learning rate) as a function of the amount of experience. These upper bounds prove exponentially fast convergence, with both the rate of convergence and the asymptote strongly dependent on the length of the backups k or the parameter . Our bounds give formal verification to the well-known intuition that td methods are subject to a bias-variance tradeoff, and they lead to schedules for k and that are predicted to be better than any fixed values for these parameters. We give preliminary experimental confirmation of our theory for a version of the random walk problem.
2661414
Graphical Models for Game Theory
We introduce a compact graph-theoretic representation for multi-party game theory. Our main result is a provably correct and efficient algorithm for computing approximate Nash equilibria in one-stage games represented by trees or sparse graphs.
7241207
Intrinsically Motivated Reinforcement Learning
Psychologists call behavior intrinsically motivated when it is engaged in for its own sake rather than as a step toward solving a specific problem of clear practical value. But what we learn during intrinsically motivated behavior is essential for our development as competent autonomous entities able to efficiently solve a wide range of practical problems as they arise. In this paper we present initial results from a computational study of intrinsically motivated reinforcement learning aimed at allowing artificial agents to construct and extend hierarchies of reusable skills that are needed for competent autonomy.
2624439
Learning Predictive State Representations
We introduce the first algorithm for learning predictive state representations (PSRs), which are a way of representing the state of a controlled dynamical system. The state representation in a PSR is a vector of predictions of tests, where tests are sequences of actions and observations said to be true if and only if all the observations occur given that all the actions are taken. The problem of finding a good PSR. one that is a sufficient statistic for the dynamical system--can be divided into two parts: 1) discovery of a good set of tests, and 2) learning to make accurate predictions for those tests. In this paper, we present detailed empirical results using a gradient-based algorithm for addressing the second problem. Our results demonstrate several sample systems in which the algorithm learns to make correct predictions and several situations in which the algorithm is less successful. Our analysis reveals challenges that will need to be addressed in future PSR learning algorithms.
2695116
Near-Optimal Reinforcement Learning in Polynomial Time
We present new algorithms for reinforcement learning and prove that they have polynomial bounds on the resources required to achieve near-optimal return in general Markov decision processes. After observing that the number of actions required to approach the optimal return is lower bounded by the mixing time T of the optimal policy (in the undiscounted case) or by the horizon time T (in the discounted case), we then give algorithms requiring a number of actions and total computation time that are only polynomial in T and the number of states and actions, for both the undiscounted and discounted cases. An interesting aspect of our algorithms is their explicit handling of the Exploration-Exploitation trade-off.
14570975
DRMs, fair use and users' experience of sharing music
There is a mismatch between the law relating to fair use, personal use and copying; the central thrust of Digital Rights Management (DRM) and users' behavior relating to the listening and sharing of music. This paper reports on the different copyright regimes in the United States and Australia. It describes some of the current DRM systems. Against this background, the paper draws on a qualitative study to explore Australian users' experience of listening to and sharing music. A design for a good DRM has to take into account the schism between the copyright regimes and users' sharing behavior.
2391025
Preliminary results in range-only localization and mapping
This paper presents methods of localization using cooperating landmarks (beacons) that provide the ability to measure range only. Recent advances in radio frequency technology make it possible to measure range between inexpensive beacons and a transponder Such a method has tremendous benefit since line of sight is not required between the beacons and the transponder and because the data association problem can be completely avoided. If the positions of the beacons are known, measurements from multiple beacons can be combined using probability grids to provide an accurate estimate of robot location. This estimate can be improved by using Monte Carlo techniques and Kalman filters to incorporate odometry data. Similar methods can be used to solve the simultaneous localization and mapping problem (SLAM) when beacon locations are uncertain. Experimental results are presented for robot localization. Tracking and SLAM algorithms are demonstrated in simulation.
668272
First Results in the Coordination of Heterogeneous Robots for Large-Scale Assembly
While many multi-robot systems rely on fortuitous cooperation between agents, some tasks, such as the assembly of large structures, require tighter coordination. We present a general software architecture for coordinating heterogeneous robots that allows for both autonomy of the individual agents as well as explicit coordination. This paper presents recent results with three robots with very different configurations. Working as a team, these robots are able to perform a high-precision docking task that none could achieve individually.
1919208
Texture Analysis Experiments with Meastex and Vistex Benchmarks
The analysis of texture in images is an important area of study. Image benchmarks such as Meastex and Vistex have been developed for researchers to compare their experiments on these texture benchmarks. In this paper we compare five different texture analysis methods on these benchmarks in terms of their recognition ability. Since these benchmarks are limited in terms of their content, we have divided each image into n images and performed our analysis on a larger data set. In this paper we investigate how well the following texture extraction methods perform: autocorrelation, co-occurrence matrices, edge frequency, Law's, and primitive length. We aim to determine if some of these methods outperform others by a significant margin and whether by combining them into a single feature set will have a significant impact on the overall recognition performance. For our analysis we have used the linear and nearest neighbour classifiers.
1823400
Models for Automated Earthmoving
We present a composite forward model of the mechanics of an excavator backhoe digging in soil. This model is used to predict the trajectories developed by a closed-loop force based control scheme given initial conditions, some of which can be controlled (excavator control parameters), some directly measured (shape of the terrain), and some estimated (soil properties). Since soil conditions can vary significantly, it is necessary that soil properties be estimated online. Our models are used to both estimate soil properties and predict contact forces between the excavator and the terrain. In a large set of experiments we have conducted, we find that these models are accurate to within approximately 20% and run about 10 times faster than real-time. In this paper we motivate the development of these models and discuss experimental data from our testbed.