Hierarchical Width-Based Planning and Learning
원문 초록
Width-based search methods have demonstrated state-of-the-art performance in a wide range of testbeds, from classical planning problems to image-based simulators such as Atari games. These methods scale independently of the size of the state-space, but exponentially in the problem width. In practice, running the algorithm with a width larger than 1 is computationally intractable, prohibiting IW from solving higher width problems. In this paper, we present a hierarchical algorithm that plans at two levels of abstraction. A high-level planner uses abstract features that are incrementally discovered from low-level pruning decisions. We illustrate this algorithm in classical planning PDDL domains as well as in pixel-based simulator domains. In classical planning, we show how IW(1) at two levels of abstraction can solve problems of width 2. For pixel-based domains, we show how in combination with a learned policy and a learned value function, the proposed hierarchical IW can outperform current flat IW-based planners in Atari games with sparse rewards.
함께 살펴볼 논문
공통 태그를 근거로 연결했습니다. 실제 인용 관계나 논문의 우수성을 뜻하지 않습니다.
Generalized Adaptive Transfer Network: Enhancing Transfer Learning in Reinforcement Learning Across Domains
Adaptive Action Duration with Contextual Bandits for Deep Reinforcement Learning in Dynamic Environments
Meta-learning how to Share Credit among Macro-Actions
TextAtari: 100K Frames Game Playing with Language Agents
Unraveling the Rainbow: can value-based methods schedule?
Frog Soup: Zero-Shot, In-Context, and Sample-Efficient Frogger Agents
토론
이 논문과 연결된 포럼 글이 아직 없습니다.