{"title": "Finding Structure in Reinforcement Learning", "book": "Advances in Neural Information Processing Systems", "page_first": 385, "page_last": 392, "abstract": null, "full_text": "Finding Structure in Reinforcement Learning \n\nSebastian Thrun \nUniversity of Bonn \n\nDepartment of Computer Science nr \nR6merstr.  164, D-53117 Bonn, Germany \n\nE-mail:  thrun@carbon.informatik.uni-bonn.de \n\nAnton Schwartz \n\nDept. of Computer Science \n\nStanford University \nStanford, CA 94305 \n\nEmail:  schwartz@cs.stanford.edu \n\nAbstract \n\nReinforcement learning addresses  the problem of learning to select actions in order to \nmaximize one's performance in unknown environments.  To scale reinforcement learning \nto complex real-world tasks, such as typically studied in AI, one must ultimately be able \nto discover the structure in the world, in order to abstract away the myriad of details and \nto operate in more tractable problem spaces. \nThis paper presents the SKILLS algorithm.  SKILLS discovers skills, which are partially \ndefined action policies that arise in the context of multiple, related tasks.  Skills collapse \nwhole action sequences into single operators.  They are learned by minimizing the com(cid:173)\npactness of action policies, using a description length argument on their representation. \nEmpirical results  in  simple grid  navigation tasks  illustrate the successful  discovery  of \nstructure in reinforcement learning. \n\n1  Introduction \nReinforcement learning comprises a family of incremental planning algorithms that construct \nreactive controllers through real-world experimentation.  A key scaling problem of reinforce(cid:173)\nment learning, as is generally the case with unstructured planning algorithms, is that in large \nreal-world domains there might be an enormous number of decisions to be made, and pay-off \nmay  be sparse and delayed.  Hence,  instead of learning all single fine-grain actions all  at the \nsame time,  one could conceivably  learn  much  faster  if one abstracted  away  the myriad of \nmicro-decisions, and focused  instead on a small  set of important decisions.  But this imme(cid:173)\ndiately raises the problem of how to recognize the important, and how to distinguish it from \nthe unimportant. \nThis paper presents the SKILLS algorithm.  SKILLS finds  partially defined  action policies, \ncalled skills, that occur in more than one task.  Skills, once found, constitute parts of solutions \nto  multiple reinforcement  learning problems.  In  order  to  find  maximally  useful  skills,  a \ndescription  length  argument  is  employed.  Skills  reduce  the  number  of bytes  required  to \ndescribe  action  policies.  This  is  because  instead  of having  to  describe  a complete  action \npolicy for each task separately, as is the case in plain reinforcement learning, skills constrain \nmultiple task to pick the same actions, and thus reduce the total  number of actions required \n\n\f386 \n\nSebastian  Thrun,  Anton  Schwartz \n\nfor  representing  action  policies.  However,  using  skills comes  at  a  price.  In  general,  one \ncannot constrain actions to be the same in multiple tasks without ultimately suffering a loss \nin performance.  Hence,  in order to find maximally useful skills that infer a minimum loss in \nperformance, the SKILLS algorithm minimizes a function of the form \n\nE  =  PERFORMANCE LOSS  + 1J' DESCRIPTION LENGTH. \n\n(1) \nThis equation summarizes the rationale of the SKILLS approach.  The reminder of this paper \ngives more precise definitions and learning rules for the terms\" PERFORMANCE LOSS\" and \n\"DESCRIPTION LENGTH,\"  using the  vocabulary  of reinforcement learning.  In  addition, \nexperimental  results  empirically  illustrate the successful  discovery  of skills in  simple grid \nnavigation domains. \n\n2  Reinforcement Learning \nReinforcement learning addresses  the problem of learning, through experimentation,  to  act \nso as  to maximize one's pay-off in an unknown environment.  Throughout this paper we will \nassume that the environment of the learner is a partially controllable Markov chain  [1].  At \nany  instant in  time the learner can observe the state of the environment, denoted by s  E  S, \nand apply an action,  a  E  A.  Actions change the state of the environment, and also produce \na  scalar pay-off value,  denoted  by  rs,a  E  ~.  Reinforcement learning seeks  to  identify  an \naction policy, 7f  : S  --+ A, i.e., a mapping from states s  E  S  to actions a E  A  that, if actions \nare selected accordingly, maximizes the expected discounted sum offuture pay-off \n\nR  =  E [f ,t-til  r t ]. \n\nt=tu \n\n(2) \n\nHere I  (with 0 S,S 1) is a discount factor that favors pay-offs reaped sooner in time, and \nrt refers to the expected pay-off at time t.  In general, pay-off might be delayed.  Therefore, \nin order to learn an optimal 7f,  one has to solve a temporal credit assignment problem [11]. \nTo  date,  the  single  most  widely  used  algorithm  for  learning  from  delayed  pay-off is  Q(cid:173)\nLearning  [14].  Q-Learning solves the problem of learning 7f  by  learning a  value function, \ndenoted by  Q  :  S  x  A  --+~.  Q  maps  states  s  E  S  and actions  a  E  A  to  scalar  values. \nAfter learning,  Q(s, a)  ranks  actions according  to  their goodness:  The larger the expected \ncumulative pay-offfor picking action a at state s, the larger the value Q(s, a).  Hence Q, once \nlearned, allows to maximize R by picking actions greedily with respect to Q: \n\n7f(s)  = \n\nargmax Q(s, a) \n\naEA \n\nThe value function Q is learned on-line through experimentation.  Initially, all  values Q( s, a) \nare set to zero. Suppose during learning the learner executes action a at state s, which leads to \na new state s' and the immediate pay-off rs ,a'  Q-Learning uses this state transition to update \nQ(s, a): \n\nQ(s, a)  ;- (1  - a) . Q(s, a)  + a\u00b7 (rs,a + I' V(s')) \n\n(3) \n\nwith  V(s') \n\nm~x Q(s', a) \n\na \n\nThe scalar  a  (O<aSl) is  the learning  rate,  which  is  typically  set  to  a small  value  that is \ndecayed  over  time.  Notice that if Q(s, a)  is  represented  by  a  lookup-table,  as  will  be the \ncase throughout this paper,  the Q-Learning rule (3) has been shown]  to converge  to a value \nfunction Qopt( s, a)  which measures  the future discounted pay-off one can expect to receive \nupon applying action a in state s, and acting optimally thereafter [5,  14].  The greedy policy \n7f(s)  =  argmax a Qopt(s, a)  maximizes R. \n\nI under certain conditions concerning the exploration scheme, the environment and the learning rate \n\n\fFinding  Structure  in  Reinforcement Learning \n\n387 \n\n3  Skills \nSuppose the learner faces  a whole collection of related tasks,  denoted  by  B, with identical \nstates  5  and  actions  A.  Suppose each  task b  E  B  is  characterized  by  its  individual  pay(cid:173)\noff function,  denoted  by  rb(s, a).  Different  tasks  may  also  face  different  state  transition \nprobabilities.  Consequently,  each  task  requires  a task-specific  value  function,  denoted  by \nQb(S, a),  which  induces  a task-specific  action policy,  denoted  by  '!rb.  Obviously,  plain Q(cid:173)\nLearning,  as  described  in  the previous  section,  can  be employed  to  learn  these individual \naction  policies.  Such  an  approach,  however,  cannot  discover  the  structure  which  might \ninherently exist in the tasks. \nIn order to  identify commonalities between different tasks,  the SKILLS  algorithm allows  a \nlearner to acquire skills.  A skill, denoted by  k,  represents  an  action policy,  very  much  like \n'!rb.  There are two crucial differences, however.  Firstly, skills are only locally defined,  on  a \nsubset Sk  of all  states S.  Sk  is called the domain of skill k.  Secondly, skills are not specific \nto  individual  tasks.  Instead,  they  apply  to  entire sets  of tasks,  in  which  they  replace  the \ntask-specific, local action policies. \nLet f{  denote the set of all  skills.  In general, some skills may be appropriate for some tasks, \nbut not for others.  Hence,  we define a vector of usage values Uk,b  (with 0  ~ Uk,b  ~ 1 for \nall  kEf{ and all  b E B).  Policies in the SKILLS algorithm are stochastic, and  usages Uk,b \ndetermine how frequently skill k is used  in task b.  At first glance, Uk,b  might be interpreted \nas  a probability for  using skill  k  when  performing  task  b,  and  one might  always  want to \nuse  skill  k  in task b if Uk ,b  = 1,  and  never  use skill k  if Uk ,b  = 0.2  However,  skills might \noverlap,  i.e.,  there  might be states  S  which  occurs  in  several  skill domains,  and the usages \nmight add to a value greater than  1.  Therefore, usages are normalized, and actions are drawn \nprobabilistical1y according to the normalized distribution: \n(with 8 = 0) \n\nU~,k . mk(s) \n\n(4) \n\nk'EK \n\nHere Pb( kls) denotes the probability for using skill k at state s, if the learner faces task b.  The \nindicator function mk (s)  is the membership function for skill domains, which is  1 if s  E Sk \nand  0 otherwise.  The probabilistic action  selection  rule (4)  makes  it necessary  to redefine \nthe value Vb (s)  of a state s.  If no skill dictates the action to be taken, actions will be drawn \naccording to the Qb-optimal policy \n\n'!r;(s) \n\nargmax Qb(S, a)  , \n\n.lEA \n\nas  is the case in plain Q-Learning.  The probability for this to happen is \n\nPb*(s) \n\n1 - L  Pb(kls)  . \n\nHence, the value of a state is the weighted sum \n\nkEK \nP;(s) . vt(s) + L  Pb(kls) . Qb(S, '!rk(S)) \nQb(S, '!rb(s))  =  TEa; Qb(S, a) \n\nkEK \n\nVb(S) \n\nwith  vt(s) \n\n(5) \n\nWhy should a learner use skills, and what are the consequences?  Skills reduce the freedom \nto select actions, since mUltiple policies have to commit to identical actions.  Obviously, such \n\n2This  is  exactly  the  action  selection  mechanism  in  the  SKILLS  algorithm  if  only  one  skill  is \n\napplicable at any given state s. \n\n\f388 \n\nSebastian  Thrun,  Anton  Schwartz \n\na constraint will generally result in a loss in peiformance.  This loss is obtained by comparing \nthe actual  value of each state s, Vb(S),  and the value ifno skill is used, VtCs): \n\nLOSS  =  ~ ~ Vb*(s)  - Vb(S) \n\nsES \n\nbEB \n' ' ' - - -v , - - - - '  \n\n=  LO S S( s ) \n\n(6) \n\nIf actions prescribed by  the skills are close to optimal, i.e.,  if Vb*(s)  ~ Vb(S)('v'S  E  S), the \nloss will be small.  If skill actions are poor, however, the loss can be large. \nCounter-balancing this loss is the fact that skills give a more compact representation of the \nlearner's  policies.  More  specifically,  assume  (without loss  of generality)  actions  can  be \nrepresented  by  a  single byte,  and  consider the total  number of bytes  it  takes  to  represent \nthe policies of all  tasks b E  B.  In the absence of skills, representing all  individual policies \nrequires IBI . lSI  bytes, one byte for each  state in S  and each  task  in  B.  If skills are  used \nacross  multiple tasks,  the description length is reduced  by  the amount  of overlap  between \ndifferent tasks.  More specifically,  the total  description length required for  the specification \nof all policies is expressed  by the following term : \n\nDL  ~ ~ P;(s) + ~ ISkl \n\nsE S bEB \n\nkEK \n\n(7) \n\n~~-----v~---------j \n\n=  DL( s ) \n\nIf all  probabilities are binary, i.e. , Pb(kls)  and  P;(s)  E  {O,  I}, DL measures  precisely the \nnumber of bytes  needed  to  represent all  skill  actions,  plus  the number of bytes  needed  to \nrepresent task-specific policy actions where no skill is used. Eq.  (7) generalizes this measure \nsmoothly to stochastic policies.  Notice that the number of skills If{ I is assumed to be constant \nand thus plays no part in the description length DL. \nObviously,  minimizing LOSS maximizes the pay-off, and  minimizing DL  maximizes the \ncompactness of the representation of the  learner's policies.  In the  SKILLS  approach,  one \nseeks to minimize both (cf  Eq. (1\u00bb \n\nE  =  LOSS + TJDL  =  ~ LOSS(s) + TJDL(s) . \n\n(8) \n\nsES \n\n11  >  0  is  a  gain  parameter  that trades  off both target  functions.  E-optimal  policies  make \nheavily use of large skills, yet result in a minimum loss in performance. Notice that the state \nspace may  be partitioned completely  by  skills, and  solutions to the individual tasks  can  be \nuniquely described by the skills and its usages. If such a complete partitioning does not exist, \nhowever, tasks may  instead rely to some extent on task-specific, local pOlicies. \n\n4  Derivation of the Learning Algorithm \nEach skill  k  is characterized  by  three types of adjustable variables:  skill actions 7rk (s),  the \nskill domain Sk, and skill usages Ub,k.  one for each task b E  B.  In this section we will give \nupdate rules that perform hill-cli:nbing in  E  for each  of these variables.  As in  Q-Learning \nthese rules apply only at the currently visited state (henceforth denoted by  s). Both learning \naction policies (cf  Eq. (3\u00bb and learning skills is fully interleaved. \nActions.  Determining skill actions is straightforward, since what action  is prescribed by  a \nskill  exclusively affects  the performance loss, but does not play  any  part in  the description \nlength.  Hence, the action policy 7rk(S)  minimizes LOSS(s) (cf  Eqs. (5) and (6\u00bb: \n\n7rk(S) \n\nargmax ~ Pb(kls)  . Qb(S. a) \n\n.lEA  bEB \n\n(9) \n\n\fFinding  Structure  in Reinforcement Learning \n\n389 \n\nDomains.  Initially,  each  skill  domain  Sk  contains  only  a  single  state  that  is  chosen  at \nrandom.  Sk  is  changed  incrementally  by  minimizing  E(s)  for  states  s  which  are  visited \nduring learning.  More specifically, for each  skill k,  it is evaluated whether or not to include \nsin Sk  by considering E(s) =  LOSS(s) + TJDL(s). \n\ns  E Sk, \n\n(otherwises ~ Sk) \n\nifandonlyif  E(s)lsESk  < E(s)lsf'Sk \n\n(10) \nIf the domain of a skill k vanishes completely, i.e., if Sk = 0, it is re-initialized by a randomly \nselected  state.  In  addition  all  usage  values  {Ub ,klb  E  B}  are  initialized randomly.  This \nmechanism ensures that skills, once overturned by other skills, will not get lost forever. \nUsages.  Unlike skill domains, which are discrete quantities, usages are real-valued numbers. \nInitially,  they  are  chosen  at random  in  [0, 1].  Usages  are  optimized by  stochastic  gradient \ndescent  in  E.  According  to  Eq.  (8),  the derivative  of E(s)  is  the  sum  of  aL~SS(s )  and \na~uL(s ) .  The first term is governed by \n\nUb,k \n\nb,k \n\n_ 8Vb(S)  _  _ 8P;(s)  . Q  (  *()  ) _  \" \n\n8Pb(j!S)  . Q  ( \n\n.(\u00bb \nb  S,7rJ  S \n\n8 \n'Ub ,k \n\n-\n\n8 \nUb,k \n\nb  7rb  s  , s  ~ 8 \n\njEK \n\nUb ,k \n\n8LOSS(s) \n\n8 \nUb ,k \n\nwith  8Pb (j!s) \n8Ub ,k \n\n(11 ) \n\n(12) \n\nThe \n\n(13) \n\n(14) \n\n8Pb*(s) \n\nand \nHere  Dkj  denotes the  Kronecker delta function,  which is  1 if k = j  and  0 otherwise. \nsecond term is given by \n\n8DL(s) \n8Ubk \n, \n\n8Pb*(s) \n8Ukb \n, \n\n' \n\nwhich can  be further transformed using Eqs.  (12) and (11).  In order to minimize E, usages \nare incrementally refined in  the opposite direction of the gradients: \n\nUk ,b \n\n;....-.- Uk,b \n\n-\n\n{J.  (8V(s) + TJ  8DL(S\u00bb) \n\n8Ukb \n, \n\n8Ukb \n, \n\nHere {J  > 0 is a small learning rate.  This completes the derivation of the SKILLS algorithm. \nAfter each action execution, Q-Learning is employed to update the Q-function.  SKILLS also \nre-calculates, for any  applicable skill, the skill policy according to Eq. (9),  and adjusts skill \ndomains and usage values based upon Eqs. (10) and (14). \n\n5  Experimental Results \nThe  SKILLS  algorithm was  applied to discover skills in  a  simple,  discrete grid-navigation \ndomain, depicted in Fig. 1.  At each state, the agent can move to one of at most eight adjacent \ngrid cells.  With a  10% chance the agent is carried to a random neighboring state,  regardless \nof the commanded  action.  Each corner defines  a starting state for one out of four task,  with \nthe corresponding goal  state being in the opposite corner.  The pay-off (costs) for executing \nactions is -1, except for the goal state, which is an absorbing state with zero pay-off.  In a first \nexperiment, we supplied the agent with two skills f{ =  {kJ, k2 }.  All four tasks were trained \nin  a  time-shared  manner,  with time slices  being  2,000 steps  long.  We  used  the  following \nparameter settings: TJ  =  1.2, 'Y  = 1, a  = 0.1, and {J  = 0.001. \nAfter 30000 training steps for each task, the SKILLS algorithm has successfully discovered \nthe two ski11s  shown in  Figure 1.  One of these skills leads  the agent to the right door,  and \n\n\f390 \n\nSebastian  Thrun.  Anton  Schwartz \n\n1 1 /   I  1 ' /   / / - / / /  \nI \nI \n\nI //~  \",. - - / / -\n\n/\n-\n\n-\n\nr-\n, \n\n-\n\n. - - - -\n\nFigure  1:  Simple 3-room environment.  Start and  goal  states  are  marked  by  circles.  The \ndiagrams also shows two skills (black states), which lead to the doors connecting the rooms. \n\nthe second to the left.  Each skill is employed by two tasks.  By forcing two tasks to adopt a \nsingle policy in  the region  of the skill, they  both have to sacrifice performance, but the loss \nin performance is considerably small.  Beyond the door, however, optimal actions point into \nopposite directions.  There, forcing both tasks to select actions according to the same policy \nwould result in a significant performance loss, which would clearly outweigh the savings in \ndescription length.  The solution shown  in Fig.  1 is  (approximately) the global minimum of \nE,  given  that only  two skills are available.  It is  easy  to  be seen  that  these  skills establish \nhelpful building blocks for many  navigation tasks. \nWhen using more than two skills, E  can be minimized further.  We repeated the experiment \nusing  six  skills,  which  can  partition the  state  space  in  a  more  efficient  way.  Two  of the \nresulting skills were similar to the skills shown in Fig. 1, but they were defined only between \nthe doors.  The other four skills were policies for moving out of a corner, one for each corner. \nEach of the latter four skills can be used in three tasks (unlike two tasks for passing through \nthe middle room), resulting in an improVed description length when compared to the two-skill \nsolution shown in Fig.  1. \nWe also applied skill learning to a more complex grid world, using 25 skills for a total of 20 \ntasks.  The environment,  along with one of the skills,  is depicted  in  Fig.  2.  Different tasks \nwere  defined  by  different starting positions,  goal  positions and  door configurations  which \ncould be open or closed.  The training time was typically an order of magnitude slower than \nin  the previous  task,  and  skills were less  stable over time.  However,  Fig.  2 illustrates that \nmodular skills could be discovered even  in such complex a domain. \n\n6  Discussion \nThis paper presents the SKILLS  algorithm.  SKILLS learns skills, which are partial policies \nthat  are  defined  on  a  subset  of all  states.  Skills  are  used  in  as  many  tasks  as  possible, \nwhile affecting the performance in  these tasks as  little as  possible.  They  are discovered  by \nminimizing a combined  measure,  which  takes  a task performance and  a description length \nargument into account. \nWhile our empirical findings in simple grid world domains are encouraging, there are several \nopen questions that warrant future research. \nLearning speed.  In our experiments we found that the time required for finding useful skills \nis up  to an  order of magnitude larger than the time it takes to find close-to-optimal policies. \n\n\fFinding  Structure  in  Reinforcement Learning \n\n391 \n\nFigure 2:  SkiIl found in a \nmore complex  grid navi(cid:173)\ngation task. \n\nSimilar findings are  reported in  [9].  This is  because discovering  skills is much  harder than \nlearning control.  Initially, nothing is know about the structure of the state space, and  unless \nreasonably accurate Q-tables are available, SKILLS cannot discover meaningful skills. Faster \nmethods for learning skills, which might precede the development of optimal value functions, \nare clearly desirable. \nTransfer.  We conjecture that skills can be helpful when one wants to learn new, related tasks. \nThis  is  because  if tasks  are  related,  as  is  the case  in  many  natural  learning environments, \nskills allow to transfer knowledge from previously learned tasks to new tasks.  In particular, if \nthe learner faces tasks with increasing complexity, as proposed by Singh [10], learning skills \ncould conceivable reduce the learning time in complex tasks, and hence scale reinforcement \nlearning techniques to more complex tasks. \nUsing function approximators.  In this paper,  performance loss and description length has \nbeen defined based on table look-up representations of Q.  Recently, various researchers have \napplied  reinforcement  learning  in  combination  with  generalizing  function  approximators, \nsuch  as  nearest  neighbor methods  or  artificial  neural  networks  (e.g.,  [2,  4,  12,  13]). \nIn \norder  to  apply  the  SKILLS  algorithm  together  with generalizing  function  approximators, \nthe notions of skill domains and  description length have  to  be modified.  For  example,  the \nmembership  function  mk,  which  defines  the domain  of a  skill,  could  be represented  by  a \nfunction approximator which allows to derive gradients in the description length. \nGeneralization in state space.  In the current form, SKILLS exclusively discovers skills that \nare used across mUltiple tasks.  However, skills might be useful under multiple circumstances \neven  in  single tasks.  For  example,  the  (generalized)  skill  of climbing  a  staircase  may  be \nuseful several times in one and the same task.  SKILLS, in its current form, cannot represent \nsuch skills. \nThe  key  to  learning  such  generalized  skills  is  generalization.  Currently,  skills generalize \nexclusively over tasks, since they can be applied to entire sets of tasks.  However, they cannot \ngeneralize over states.  One could imagine an extension to the SKILLS  algorithm, in  which \nskills are free to pick what to generalize over.  For example, they could chose to ignore certain \nstate information (like the color of the staircase).  It remains  to be seen  if effective learning \nmechanisms can be designed for learning such generalized skills. \nAbstractions and action hierarchies.  In recent years,  several  researchers  have recognized \nthe importance of structuring reinforcement learning in order to build abstractions and action \n\n\f392 \n\nSebastian  Thrun,  Anton  Schwartz \n\nhierarchies.  Different  approaches  differ  in  the  origin  of the  abstraction,  and  the  way  it \nis  incorporated  into  learning.  For  example,  abstractions  have  been  built upon  previously \nlearned,  simpler tasks  [9,  10],  previously learned  low-level  behaviors  [7],  subgoals,  which \nare  either  known  in  advance  [15]  or determined  at  random  [6],  or based  on  a  pyramid  of \ndifferent levels of perceptual resolution, which produces a whole spectrum of problem solving \ncapabilities [3].  For all  these approaches, drastically improved problem solving capabilities \nhave been reported, which are far beyond that of plain, unstructured reinforcement learning. \nThis paper exclusively focuses on how to discover the structure inherent in a family of related \ntasks.  Using skills to form abstractions and learning in  the resulting abstract problem spaces \nis  beyond the scope of this paper.  The experimental  findings  indicate,  however,  that skills \nare powerful candidates for operators on a more abstract level, because they collapse whole \naction sequences into single entities. \n\nReferences \n[I]  A.  G. Barto, S. J. Bradtke, and S. P.  Singh. Learning to act using real-time dynamic programming. \n\nArtijiciallntelligence, to appear. \n\n[2]  J.  A.  Boyan. Generalization in  reinforcement learning:  Safely approximating the value function. \n\nSame volume. \n\n[3]  P.  Dayan and  G.  E.  Hinton.  Feudal reinforcement learning.  In  J. E.  Moody,  S. J. Hanson,  and \nR.  P.  Lippmann, editors,  Advances in  Neural  Information  Processing Systems 5,1993.  Morgan \nKaufmann. \n\n[4)  V.  Gullapalli, 1.  A.  Franklin,  and  Hamid  B.  Acquiring robot skills  via  reinforcement learning. \n\nIEEE Control Systems, 272( 1708), 1994. \n\n[5)  T.  Jaakkola, M.  I.  Jordan, and  S.  P.  Singh.  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AAAI Pressffhe MIT Press. \n[10]  S.  P.  Singh.  Transfer of learning by composing solutions for elemental sequential tasks.  Machine \n\nLearning, 8,1992. \n\n[II]  R.  S.  Sutton.  Temporal Credit Assignment in  Reinforcement Learning.  PhD thesis,  Department \n\nof Computer and Information Science, University  of Massachusetts, 1984. \n\n[12)  G.  J. Tesauro.  Practical issues in temporal difference learning.  Machine Learning, 8,  1992. \n[13]  S. Thrun and A.  Schwartz.  Issues in using function approximation for reinforcement learning.  In \nM.  Mozer, Pa.  Smolensky, D.  Touretzky, J.  Elman, and A.  Weigend, editors, Proceedings of the \nJ 993 Connectionist Models Summer School,  1993. Erlbaum Associates. \n\n[14]  C.  J.  C.  H.  Watkins.  Learningfrom Delayed Rewards.  PhD thesis, King's College, Cambridge, \n\nEngland, 1989. \n\n[15]  S.  Whitehead, J.  Karlsson, and J. Tenenberg.  Learning multiple goal behavior via task decompo(cid:173)\nsition and dynamic policy merging.  In J.  H.  Connell and S.  Mahadevan, editors, Robot Learning. \nKluwer Academic Publisher, 1993. \n\n\f", "award": [], "sourceid": 887, "authors": [{"given_name": "Sebastian", "family_name": "Thrun", "institution": null}, {"given_name": "Anton", "family_name": "Schwartz", "institution": null}]}