model-based reinforcement learning
In plain wordsLearning in which an AI agent builds, or is given, an inner simulation of how its world responds, and uses it to plan or practice in imagination before acting.
Reinforcement learningreinforcement learning, n.: A way of teaching a computer program by trial and error: it tries actions, earns points for good results and penalties for bad ones, and gradually learns which choices pay off over time. in which the agent uses a model of the environmentenvironment, n.: Everything an AI agent interacts with but does not control — a game, a simulator, a website, the physical world. It answers each of the agent's actions with a new situation and, in reinforcement learning, a score. — a function predicting next statesstate, n.: A snapshot of the situation an AI agent is in — for a chess program, the arrangement of pieces and whose turn it is — containing what it needs to decide what to do next. or observations and rewardsreward, n.: The score an AI system receives after an action, telling it how good the outcome was. Reinforcement learning trains the system to collect as much reward as possible over time. from current states and actionsaction, n.: A choice an AI agent makes at one moment — move left, place a stone, type a command — which changes its situation and may earn it a reward. — either given in advance, like the rules of a board game, or learned from experience as a world modelworld model, n.: An AI's internal simulation of how its world works, which lets it predict what will happen next — especially in response to its own actions — and so plan, imagine or practice without acting for real.. The model is used to plan, as in Monte Carlo tree searchMonte Carlo tree search, n.: A way for a game-playing program to choose a move by simulating many possible continuations, focusing on the most promising lines, and picking the move that worked out best on average. or model predictive controlmodel predictive control, n.: A control method that repeatedly plans the best moves a few seconds ahead using a model of the machine, carries out only the first move, then plans again with fresh measurements.; to generate imagined experience for training a policy, as in DynaDyna, prop. n.: An early design in which a learning agent builds a model of its world from real experience, then also practices on imagined experience from that model, squeezing more learning out of each real step. and Dreamer; or to compute gradients through predicted trajectoriestrajectory, n.: The record of what happened as an AI agent acted: the sequence of situations it was in, the actions it took and the rewards it received.. Model-based methods are typically far more sample-efficient than model-freemodel-free reinforcement learning, n.: Learning to act well purely from trial and error, without ever building an internal picture of how the world works — like learning a game by habit rather than by thinking moves ahead. ones and adapt quickly when goals change, but errors in a learned model compound over long horizons and can be exploited by the planner, so practical systems use short rollouts, ensembles that estimate uncertainty, or latent models that predict only what matters for decisions, as MuZeroMuZero, prop. n.: A DeepMind game-playing program from 2019 that mastered Go, chess, shogi and Atari games without being told the rules, by learning its own simplified model of each game to plan with. does.
The model-based agent learned to grasp from one hour of real robot data by planning with its learned dynamics.
Origin
Planning with a known model is the older tradition, from Bellman's dynamic programming and the search-based game programs of the 1950s. Learning a model for RL was proposed in Richard Sutton's Dyna architecture (1990) and in Jürgen Schmidhuber's recurrent world models (1990); PILCO (2011), which modeled dynamics with Gaussian processes, and deep variants such as World Models (2018), Dreamer (2019) and MuZero (2019) revived the approach.
Related
- world modelworld model, n.: An AI's internal simulation of how its world works, which lets it predict what will happen next — especially in response to its own actions — and so plan, imagine or practice without acting for real.
- DynaDyna, prop. n.: An early design in which a learning agent builds a model of its world from real experience, then also practices on imagined experience from that model, squeezing more learning out of each real step.
- MuZeroMuZero, prop. n.: A DeepMind game-playing program from 2019 that mastered Go, chess, shogi and Atari games without being told the rules, by learning its own simplified model of each game to plan with.
- Monte Carlo tree searchMonte Carlo tree search, n.: A way for a game-playing program to choose a move by simulating many possible continuations, focusing on the most promising lines, and picking the move that worked out best on average.
- model predictive controlmodel predictive control, n.: A control method that repeatedly plans the best moves a few seconds ahead using a model of the machine, carries out only the first move, then plans again with fresh measurements.
- sample efficiencysample efficiency, n.: How much practice an AI needs to learn something — an agent that learns a game in a hundred tries is far more sample-efficient than one that needs millions.
- model-free reinforcement learningmodel-free reinforcement learning, n.: Learning to act well purely from trial and error, without ever building an internal picture of how the world works — like learning a game by habit rather than by thinking moves ahead.
Sources
- Sutton, R. S. (1990). Integrated Architectures for Learning, Planning, and Reacting Based on Approximating Dynamic Programming. Proceedings of ICML 1990.
- Moerland, T. M., Broekens, J., Plaat, A. & Jonker, C. M. (2023). Model-based Reinforcement Learning: A Survey. Foundations and Trends in Machine Learning 16(1), 1–118.
Mentioned in
reinforcement learningreinforcement learning, n.: A way of teaching a computer program by trial and error: it tries actions, earns points for good results and penalties for bad ones, and gradually learns which choices pay off over time., world modelworld model, n.: An AI's internal simulation of how its world works, which lets it predict what will happen next — especially in response to its own actions — and so plan, imagine or practice without acting for real., model predictive controlmodel predictive control, n.: A control method that repeatedly plans the best moves a few seconds ahead using a model of the machine, carries out only the first move, then plans again with fresh measurements., model-free reinforcement learningmodel-free reinforcement learning, n.: Learning to act well purely from trial and error, without ever building an internal picture of how the world works — like learning a game by habit rather than by thinking moves ahead., sample efficiencysample efficiency, n.: How much practice an AI needs to learn something — an agent that learns a game in a hundred tries is far more sample-efficient than one that needs millions., DynaDyna, prop. n.: An early design in which a learning agent builds a model of its world from real experience, then also practices on imagined experience from that model, squeezing more learning out of each real step., MuZeroMuZero, prop. n.: A DeepMind game-playing program from 2019 that mastered Go, chess, shogi and Atari games without being told the rules, by learning its own simplified model of each game to plan with.