Reinforcement Learning in Continuous Spaces
Daniel Nikovski
Reinforcement learning algorithms such as Q-learning and TD()
can operate only in discrete state and action spaces, because they are
based on Bellman back-ups and the discrete-space version of Bellman's
equation. However, most robotic applications of reinforcement learning
require continuous state spaces defined by means of continuous
variables such as position, velocity, torque, etc. The usual approach
has been to discretize the continuous variables, which quickly leads
to combinatorial explosion and the well known ``curse of
dimensionality''. The goal of our research is to provide a fast
algorithm for learning in continuous spaces that does not use a
discretization grid of the whole space, but instead represents the
value function only on the manifold actually occupied by the visited
states.
Handling continuous spaces has been identified as one of the most
important research directions in the field of reinforcement learning.
The greatest impact of our approach is expected to be in robotic
applications of reinforcement learning to high-dimensional perceptual
spaces, such as visual servoing or any other vision-based task. Visual
spaces have huge dimensionality (a dimension per pixel), while all
possible percepts occupy a low-dimensional manifold of that space. For
example, the percepts recorded by a mobile robot with fixed camera lie
on a three-dimensional manifold, which grid-based approaches cannot
represent efficiently.
A clear distinction exists in reinforcement learning between the state
space and the action space of a task. In general, it is much easier to
deal with a continuous state space than with a continuous action
space. The value function of reinforcement learning problems has been
commonly represented by means of a universal function approximator
such as a neural net. The inputs to an approximator are the state
variable, which can just as well be continuous, at least in theory. In
practice, learning the value function with a function approximator
often fails, because of the two separate approximations going on
simultaneously -- one of the value function by means of Bellman
back-ups, and another one by means of some general supervised learning
rule. Moore and Boyan proposed an algorithm that safely approximates
the value function, avoiding convergence; however, this algorithm does
not escape the ``curse of dimensionality''.
Dealing with continuous action further complicates matters, because
Bellman back-ups are not applicable. Instead, the
Hamilton-Jacobi-Bellman (HJB) PDE has to be used. Doya extended Sutton's
TD()
algorithm to continuous time and space and used radial
basis functions on a regular grid for the representation of the
optimal value function. He introduced penalty functions into the HJB
equation of the underlying dynamic system and considered an extremal
case for these penalty functions, which resulted in ``bang-bang''
control. As a consequence, the controls of the system that he
simulated degenerated back to a discrete set of two actions. Atkeson's
algorithm finds policies in continuous spaces by means of refining
trajectories in state space, but does not scale up to higher
dimensional problems either. Baird and Klopf used a special
representation of state space, called control wires, which has
the same limitation.
Our algorithm is close to Doya's approach, with several
differences. The most significant departure is that neither temporal
nor spatial differencing is considered at all. The underlying HJB
partial differential equation is solved directly by means of
techniques derived from the finite-element method (FEM). Unlike the
finite difference method, FEM does not require a regularly spaced grid
or some other regular decomposition of state space -- instead, space
is decomposed by means of irregular volume elements. If the system
dynamics evolves on a low-dimensional manifold of state space, the
elements need only cover the manifold and not the whole space, thus
avoiding the ``curse of dimensionality''. In order to avoid controls
of infinite magnitude, they are constrained to lie on a
constant-radius hyper-sphere in action space, and Pontryagin's
optimality principle is applied on this restricted space
only. Furthermore, if locally-weighted learning with Gaussian kernels
is used, the HJB equation can be reduced to a linear system of
algebraic equations, the iterative solution of which gives the optimal
value function of the problem.
So far, the algorithm has been tested on simulated tasks to test its
convergence. As expected, it performs well on regular grids and
quickly approximates the correct value function. In another
experiment, the performance of the algorithm on an irregular grid was
tested. A total of 25 nodes were used in the solution of the HJB
equation on a square of side one in state space (Fig. 1). These nodes
covered the whole square, but were not regularly spaced. The system
got positive reinforcement r0=50 at the node with coordinates
(0,0) (``the goal''), and negative reinforcement rG=-80 peaked in
the middle of the square and decreasing exponentially around it (a
simulated ``obstacle''). For better stability, successive
under-relaxation was performed with learning rate .
i.e., at
every iteration, the new values for the value function were the
average of the old ones and what would be returned by a plain
Gauss-Seidel step. Fig. 1 shows a reasonable approximation of the
value function. If a system follows the gradient of the surface, it
will reach the ``goal'' state while at the same time avoiding the
``obstacle'' region of state space. The solution converged in only
nine iterations, and no boundary conditions for the HJB PDE had to be
specified.
While successful in solving this learning problem, the algorithm has
certain drawbacks with respect to a true finite element
method. Because the chosen basis functions have infinite support, a
single iteration over all T nodes (examples) is O(T2). In
high-dimensional state spaces, the computational burden might be
significant. One solution might be to compile the optimal controls
into an ``actor'' network, similar to Doya's ``actor-tutor''
architecture. Another problem to be solved is the proper triangulation
of the state manifold. Like any other application of the
finite-element method, if triangulation is not dense enough, the
iterations converge to a distorted solution. Once stable convergence
is achieved in high-dimensional spaces, the algorithm will be tested
on a real robotic application such as visual servoing or manipulation.
Figure:
Learned value function over 25 irregularly spaced nodes, after
nine iterations. The circles show the value function at the nodes, and the
surface shows a smoother approximation by means of kernel regression.
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Daniel Nikovski.
Fast reinforcement learning in continuous action spaces.
To be submitted.
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