Technical Note: \cal Q-Learning
Machine Learning
Between MDPs and semi-MDPs: a framework for temporal abstraction in reinforcement learning
Artificial Intelligence
Reinforcement Learning
Brains, Behavior and Robotics
Keepaway Soccer: A Machine Learning Testbed
RoboCup 2001: Robot Soccer World Cup V
Least-squares policy iteration
The Journal of Machine Learning Research
Behavior transfer for value-function-based reinforcement learning
Proceedings of the fourth international joint conference on Autonomous agents and multiagent systems
Tree-Based Batch Mode Reinforcement Learning
The Journal of Machine Learning Research
Comparing evolutionary and temporal difference methods in a reinforcement learning domain
Proceedings of the 8th annual conference on Genetic and evolutionary computation
ECML'05 Proceedings of the 16th European conference on Machine Learning
Model-Based Reinforcement Learning in a Complex Domain
RoboCup 2007: Robot Soccer World Cup XI
Adaptive treatment of epilepsy via batch-mode reinforcement learning
IAAI'08 Proceedings of the 20th national conference on Innovative applications of artificial intelligence - Volume 3
Autonomic multi-policy optimization in pervasive systems: Overview and evaluation
ACM Transactions on Autonomous and Adaptive Systems (TAAS) - Special section on formal methods in pervasive computing, pervasive adaptation, and self-adaptive systems: Models and algorithms
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Temporal difference reinforcement learning algorithms are perfectly suited to autonomous agents because they learn directly from an agent's experience based on sequential actions in the environment. However, their most common algorithmic variants are relatively inefficient in their use of experience data, which in many agent-based settings can be scarce. In particular, they make just one learning "update" for each atomic experience. Batch reinforcement learning algorithms, on the other hand, aim to achieve greater data efficiency by saving experience data and using it in aggregate to make updates to the learned policy. Their success has been demonstrated in the past on simple domains like grid worlds and low-dimensional control applications like pole balancing. In this paper, we compare and contrast batch reinforcement learning algorithms with on-line algorithms based on their empirical performance in a complex, continuous, noisy, multiagent domain, namely RoboCup soccer Keepaway. We find that the two batch methods we consider, Experience Replay and Fitted Q Iteration, both yield significant gains in sample complexity, while achieving high asymptotic performance.