Above are papers related to the following paper: [Paper_ID] Paper #1120731. 	[Title] A Cognitive Model of Learning to Navigate [Abstract] Our goal is to develop a cognitive model of how humans acquire skills on complex cognitive tasks. We are pursuing this goal by designing computational architectures for the NRL Navigation task, which requires competent sensorimotor coordination. In this paper, we analyze the NRL Navigation task in depth. We then use data from experiments with human subjects learning this task to guide us in constructing a cognitive model of skill acquisition for the task. Verbal protocol data augments the black box view provided by execution traces of inputs and outputs. Computational experiments allow us to explore a space of alternative architectures for the task, guided by the quality of fit to human performance data. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #13195. 	[Title] Planning and Acting in Partially Observable Stochastic Domains [Abstract] In this paper, we bring techniques from operations research to bear on the problem of choosing optimal actions in partially observable stochastic domains. We begin by introducing the theory of Markov decision processes (mdps) and partially observable mdps (pomdps). We then outline a novel algorithm for solving pomdps off line and show how, in some cases, a finite-memory controller can be extracted from the solution to a pomdp. We conclude with a discussion of how our approach relates to previous work, the complexity of finding exact solutions to pomdps, and of some possibilities for finding approximate solutions. Consider the problem of a robot navigating in a large office building. The robot can move from hallway intersection to intersection and can make local observations of its world. Its actions are not completely reliable, however. Sometimes, when it intends to move, it stays where it is or goes too far; sometimes, when it intends to turn, it overshoots. It has similar problems with observation. Sometimes a corridor looks like a corner; sometimes a T-junction looks like an L-junction. How can such an error-plagued robot navigate, even given a map of the corridors? In general, the robot will have to remember something about its history of actions and observations and use this information, together with its knowledge of the underlying dynamics of the world (the map and other information), to maintain an estimate of its location. Many engineering applications follow this approach, using methods like the Kalman filter [18] to maintain a running estimate of the robot's spatial uncertainty, expressed as an ellipsoid or normal distribution in Cartesian space. This approach will not do for our robot, though. Its uncertainty may be discrete: it might be almost certain that it is in the north-east corner of either the fourth or the seventh floors, though it admits a chance that it is on the fifth floor, as well. Then, given an uncertain estimate of its location, the robot has to decide what actions to take. In some cases, it might be sufficient to ignore its uncertainty and take actions that would be appropriate for the most likely location. In other cases, it might be better for Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #755217. 	[Title] Active Gesture Recognition using Partially Observable Markov Decision Processes [Abstract] M.I.T Media Laboratory Perceptual Computing Section Technical Report No. 367 Appeared 13th IEEE Intl. Conference on Pattern Recognition (ICPR '96), Vienna, Austria. Abstract We present a foveated gesture recognition system that guides an active camera to foveate salient features based on a reinforcement learning paradigm. Using vision routines previously implemented for an interactive environment, we determine the spatial location of salient body parts of a user and guide an active camera to obtain images of gestures or expressions. A hidden-state reinforcement learning paradigm based on the Partially Observable Markov Decision Process (POMDP) is used to implement this visual attention. The attention module selects targets to foveate based on the goal of successful recognition, and uses a new multiple-model Q-learning formulation. Given a set of target and distractor gestures, our system can learn where to foveate to maximally discriminate a particular gesture. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #3229. 	[Title] Book Review  Introduction to the Theory of Neural Computation Reviewed by: 2 [Abstract] Neural computation, also called connectionism, parallel distributed processing, neural network modeling or brain-style computation, has grown rapidly in the last decade. Despite this explosion, and ultimately because of impressive applications, there has been a dire need for a concise introduction from a theoretical perspective, analyzing the strengths and weaknesses of connectionist approaches and establishing links to other disciplines, such as statistics or control theory. The Introduction to the Theory of Neural Computation by Hertz, Krogh and Palmer (subsequently referred to as HKP) is written from the perspective of physics, the home discipline of the authors. The book fulfills its mission as an introduction for neural network novices, provided that they have some background in calculus, linear algebra, and statistics. It covers a number of models that are often viewed as disjoint. Critical analyses and fruitful comparisons between these models Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1153056. 	[Title]  [Abstract] Multigrid Q-Learning Charles W. Anderson and Stewart G. Crawford-Hines Technical Report CS-94-121 October 11, 1994 Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #19621. 	[Title] References "Using Neural Networks to Identify Jets", Kohonen, "Self Organized Formation of Topologically Correct Feature [Abstract] 2] D. E. Rumelhart, G. E. Hinton and R. J. Williams, "Learning Internal Representations by Error Propagation", in D. E. Rumelhart and J. L. McClelland (eds.) Parallel Distributed Processing: Explorations in the Microstructure of Cognition (Vol. 1), MIT Press (1986). Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1136422. 	[Title] Understanding Musical Sound with Forward Models and Physical Models [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #6184. 	[Title] Forward models: Supervised learning with a distal teacher [Abstract] Internal models of the environment have an important role to play in adaptive systems in general and are of particular importance for the supervised learning paradigm. In this paper we demonstrate that certain classical problems associated with the notion of the "teacher" in supervised learning can be solved by judicious use of learned internal models as components of the adaptive system. In particular, we show how supervised learning algorithms can be utilized in cases in which an unknown dynamical system intervenes between actions and desired outcomes. Our approach applies to any supervised learning algorithm that is capable of learning in multi-layer networks. *This paper is a revised version of MIT Center for Cognitive Science Occasional Paper #40. We wish to thank Michael Mozer, Andrew Barto, Robert Jacobs, Eric Loeb, and James McClelland for helpful comments on the manuscript. This project was supported in part by BRSG 2 S07 RR07047-23 awarded by the Biomedical Research Support Grant Program, Division of Research Resources, National Institutes of Health, by a grant from ATR Auditory and Visual Perception Research Laboratories, by a grant from Siemens Corporation, by a grant from the Human Frontier Science Program, and by grant N00014-90-J-1942 awarded by the Office of Naval Research. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #58540. 	[Title] Machine Learning,  Explanation-Based Learning and Reinforcement Learning: A Unified View [Abstract] In speedup-learning problems, where full descriptions of operators are known, both explanation-based learning (EBL) and reinforcement learning (RL) methods can be applied. This paper shows that both methods involve fundamentally the same process of propagating information backward from the goal toward the starting state. Most RL methods perform this propagation on a state-by-state basis, while EBL methods compute the weakest preconditions of operators, and hence, perform this propagation on a region-by-region basis. Barto, Bradtke, and Singh (1995) have observed that many algorithms for reinforcement learning can be viewed as asynchronous dynamic programming. Based on this observation, this paper shows how to develop dynamic programming versions of EBL, which we call region-based dynamic programming or Explanation-Based Reinforcement Learning (EBRL). The paper compares batch and online versions of EBRL to batch and online versions of point-based dynamic programming and to standard EBL. The results show that region-based dynamic programming combines the strengths of EBL (fast learning and the ability to scale to large state spaces) with the strengths of reinforcement learning algorithms (learning of optimal policies). Results are shown in chess endgames and in synthetic maze tasks. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #6196. 	[Title] The Parti-game Algorithm for Variable Resolution Reinforcement Learning in Multidimensional State-spaces [Abstract] Parti-game is a new algorithm for learning feasible trajectories to goal regions in high dimensional continuous state-spaces. In high dimensions it is essential that learning does not plan uniformly over a state-space. Parti-game maintains a decision-tree partitioning of state-space and applies techniques from game-theory and computational geometry to efficiently and adaptively concentrate high resolution only on critical areas. The current version of the algorithm is designed to find feasible paths or trajectories to goal regions in high dimensional spaces. Future versions will be designed to find a solution that optimizes a real-valued criterion. Many simulated problems have been tested, ranging from two-dimensional to nine-dimensional state-spaces, including mazes, path planning, non-linear dynamics, and planar snake robots in restricted spaces. In all cases, a good solution is found in less than ten trials and a few minutes. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1105718. 	[Title] Computational Models of Sensorimotor Integration  Computational Maps and Motor Control. [Abstract] The sensorimotor integration system can be viewed as an observer attempting to estimate its own state and the state of the environment by integrating multiple sources of information. We describe a computational framework capturing this notion, and some specific models of integration and adaptation that result from it. Psychophysical results from two sensorimotor systems, subserving the integration and adaptation of visuo-auditory maps, and estimation of the state of the hand during arm movements, are presented and analyzed within this framework. These results suggest that: (1) Spatial information from visual and auditory systems is integrated so as to reduce the variance in localization. (2) The effects of a remapping in the relation between visual and auditory space can be predicted from a simple learning rule. (3) The temporal propagation of errors in estimating the hand's state is captured by a linear dynamic observer, providing evidence for the existence of an internal model which simulates the dynamic behavior of the arm. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #28350. 	[Title] On the Convergence of Stochastic Iterative Dynamic Programming Algorithms [Abstract] Recent developments in the area of reinforcement learning have yielded a number of new algorithms for the prediction and control of Markovian environments. These algorithms, including the TD() algorithm of Sutton (1988) and the Q-learning algorithm of Watkins (1989), can be motivated heuristically as approximations to dynamic programming (DP). In this paper we provide a rigorous proof of convergence of these DP-based learning algorithms by relating them to the powerful techniques of stochastic approximation theory via a new convergence theorem. The theorem establishes a general class of convergent algorithms to which both TD() and Q-learning belong. This report describes research done at the Dept. of Brain and Cognitive Sciences, the Center for Biological and Computational Learning, and the Artificial Intelligence Laboratory of the Massachusetts Institute of Technology. Support for CBCL is provided in part by a grant from the NSF (ASC-9217041). Support for the laboratory's artificial intelligence research is provided in part by the Advanced Research Projects Agency of the Dept. of Defense. The authors were supported by a grant from the McDonnell-Pew Foundation, by a grant from ATR Human Information Processing Research Laboratories, by a grant from Siemens Corporation, by by grant IRI-9013991 from the National Science Foundation, by grant N00014-90-J-1942 from the Office of Naval Research, and by NSF grant ECS-9216531 to support an Initiative in Intelligent Control at MIT. Michael I. Jordan is a NSF Presidential Young Investigator. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #6210. 	[Title] Reinforcement Learning with Soft State Aggregation [Abstract] It is widely accepted that the use of more compact representations than lookup tables is crucial to scaling reinforcement learning (RL) algorithms to real-world problems. Unfortunately almost all of the theory of reinforcement learning assumes lookup table representations. In this paper we address the pressing issue of combining function approximation and RL, and present 1) a function approx-imator based on a simple extension to state aggregation (a commonly used form of compact representation), namely soft state aggregation, 2) a theory of convergence for RL with arbitrary, but fixed, soft state aggregation, 3) a novel intuitive understanding of the effect of state aggregation on online RL, and 4) a new heuristic adaptive state aggregation algorithm that finds improved compact representations by exploiting the non-discrete nature of soft state aggregation. Preliminary empirical results are also presented. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #6213. 	[Title] Machine Learning Learning to Predict by the Methods of Temporal Differences Keywords: Incremental learning, prediction, [Abstract] This article introduces a class of incremental learning procedures specialized for prediction|that is, for using past experience with an incompletely known system to predict its future behavior. Whereas conventional prediction-learning methods assign credit by means of the difference between predicted and actual outcomes, the new methods assign credit by means of the difference between temporally successive predictions. Although such temporal-difference methods have been used in Samuel's checker player, Holland's bucket brigade, and the author's Adaptive Heuristic Critic, they have remained poorly understood. Here we prove their convergence and optimality for special cases and relate them to supervised-learning methods. For most real-world prediction problems, temporal-difference methods require less memory and less peak computation than conventional methods; and they produce more accurate predictions. We argue that most problems to which supervised learning is currently applied are really prediction problems of the sort to which temporal-difference methods can be applied to advantage. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #6214. 	[Title] Integrated Architectures for Learning, Planning, and Reacting Based on Approximating Dynamic Programming [Abstract] This paper extends previous work with Dyna, a class of architectures for intelligent systems based on approximating dynamic programming methods. Dyna architectures integrate trial-and-error (reinforcement) learning and execution-time planning into a single process operating alternately on the world and on a learned model of the world. In this paper, I present and show results for two Dyna architectures. The Dyna-PI architecture is based on dynamic programming's policy iteration method and can be related to existing AI ideas such as evaluation functions and universal plans (reactive systems). Using a navigation task, results are shown for a simple Dyna-PI system that simultaneously learns by trial and error, learns a world model, and plans optimal routes using the evolving world model. The Dyna-Q architecture is based on Watkins's Q-learning, a new kind of reinforcement learning. Dyna-Q uses a less familiar set of data structures than does Dyna-PI, but is arguably simpler to implement and use. We show that Dyna-Q architectures are easy to adapt for use in changing environments. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #81350. 	[Title] Learning to Use Selective Attention and Short-Term Memory in Sequential Tasks [Abstract] This paper presents U-Tree, a reinforcement learning algorithm that uses selective attention and short-term memory to simultaneously address the intertwined problems of large perceptual state spaces and hidden state. By combining the advantages of work in instance-based (or memory-based) learning and work with robust statistical tests for separating noise from task structure, the method learns quickly, creates only task-relevant state distinctions, and handles noise well. U-Tree uses a tree-structured representation, and is related to work on Prediction Suffix Trees [ Ron et al., 1994 ] , Parti-game [ Moore, 1993 ] , G-algorithm [ Chap-man and Kaelbling, 1991 ] , and Variable Resolution Dynamic Programming [ Moore, 1991 ] . It builds on Utile Suffix Memory [ McCallum, 1995c ] , which only used short-term memory, not selective perception. The algorithm is demonstrated solving a highway driving task in which the agent weaves around slower and faster traffic. The agent uses active perception with simulated eye movements. The environment has hidden state, time pressure, stochasticity, over 21,000 world states and over 2,500 percepts. From this environment and sensory system, the agent uses a utile distinction test to build a tree that represents depth-three memory where necessary, and has just 143 internal statesfar fewer than the 2500 3 states that would have resulted from a fixed-sized history-window ap proach. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #28489. 	[Title] Learning Without State-Estimation in Partially Observable Markovian Decision Processes [Abstract] Reinforcement learning (RL) algorithms provide a sound theoretical basis for building learning control architectures for embedded agents. Unfortunately all of the theory and much of the practice (see Barto et al., 1983, for an exception) of RL is limited to Marko-vian decision processes (MDPs). Many real-world decision tasks, however, are inherently non-Markovian, i.e., the state of the environment is only incompletely known to the learning agent. In this paper we consider only partially observable MDPs (POMDPs), a useful class of non-Markovian decision processes. Most previous approaches to such problems have combined computationally expensive state-estimation techniques with learning control. This paper investigates learning in POMDPs without resorting to any form of state estimation. We present results about what TD(0) and Q-learning will do when applied to POMDPs. It is shown that the conventional discounted RL framework is inadequate to deal with POMDPs. Finally we develop a new framework for learning without state-estimation in POMDPs by including stochastic policies in the search space, and by defining the value or utility of a dis tribution over states. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #976334. 	[Title] Applying Online Search Techniques to Continuous-State Reinforcement Learning key to the success of the local [Abstract] In this paper, we describe methods for efficiently computing better solutions to control problems in continuous state spaces. We provide algorithms that exploit online search to boost the power of very approximate value functions discovered by traditional reinforcement learning techniques. We examine local searches, where the agent performs a finite-depth lookahead search, and global searches, where the agent performs a search for a trajectory all the way from the current state to a goal state. The key to the success of the global methods lies in using aggressive state-space search techniques such as uniform-cost search and A fl , tamed into a tractable form by exploiting neighborhood relations and trajectory constraints that arise from continuous-space dynamic control. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #28387. 	[Title] On the Complexity of Solving Markov Decision Problems [Abstract] Markov decision problems (MDPs) provide the foundations for a number of problems of interest to AI researchers studying automated planning and reinforcement learning. In this paper, we summarize results regarding the complexity of solving MDPs and the running time of MDP solution algorithms. We argue that, although MDPs can be solved efficiently in theory, more study is needed to reveal practical algorithms for solving large problems quickly. To encourage future research, we sketch some alternative methods of analysis that rely on the struc ture of MDPs. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #10981. 	[Title] Acquiring the mapping from meaning to sounds [Abstract] 1 We thank Steen Ladegaard Knudsen for his assistance in programming, analysis and running of simulations, Scott Baden for his assistance in vectorizing our code for the Cray Y-MP, the Division of Engineering Block Grant for time on the Cray at the San Diego Supercomputer Center, and the members of the PDPNLP and GURU Research Groups at UCSD for helpful comments on earlier versions of this work. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #4584. 	[Title] References elements that can solve difficult learning control problems. on Simulation of Adaptive Behavior, pages [Abstract] Miller, G. (1956). The magical number seven, plus or minus two: Some limits on our capacity for processing information. The Psychological Review, 63(2):81-97. Schmidhuber, J. (1990b). Towards compositional learning with dynamic neural networks. Technical Report FKI-129-90, Technische Universitat Munchen, Institut fu Informatik. Servan-Schreiber, D., Cleermans, A., and McClelland, J. (1988). Encoding sequential structure in simple recurrent networks. Technical Report CMU-CS-88-183, Carnegie Mellon University, Computer Science Department. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #399339. 	[Title] A Comparison of Action Selection Learning Methods [Abstract] Our goal is to develop a hybrid cognitive model of how humans acquire skills on complex cognitive tasks. We are pursuing this goal by designing hybrid computational architectures for the NRL Navigation task, which requires competent senso-rimotor coordination. In this paper, we empirically compare two methods for control knowledge acquisition (reinforcement learning and a novel variant of action models), as well as a hybrid of these methods, with human learning on this task. Our results indicate that the performance of our action models approach more closely approximates the rate of human learning on the task than does reinforcement learning or the hybrid. We also experimentally explore the impact of background knowledge on system performance. By adding knowledge used by the action models system to the benchmark reinforcement learner, we elevate its performance above that of the action models system. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #27631. 	[Title] Control Systems Magazine, 14, 1, pp.57-71. Robot Juggling: An Implementation of Memory-based Learning [Abstract] This paper explores issues involved in implementing robot learning for a challenging dynamic task, using a case study from robot juggling. We use a memory-based local model - ing approach (locally weighted regression) to represent a learned model of the task to be performed. Statistical tests are given to examine the uncertainty of a model, to optimize its pre diction quality, and to deal with noisy and corrupted data. We develop an exploration algorithm that explicitly deals with prediction accuracy requirements dur ing explo - ration. Using all these ingredients in combination with methods from optimal control, our robot achieves fast real - time learning of the task within 40 to 100 trials. * Address of both authors: Massachusetts Institute of Technology, The Artificial Intelligence Laboratory & The Department of Brain and Cognitive Sciences, 545 Technology Square, Cambride, MA 02139, USA. Email: ss-chaal@ai.mit.edu, cga@ai.mit.edu. Support was provided by the Air Force Office of Sci entific Research and by Siemens Cor pora tion. Support for the first author was provided by the Ger man Scholar ship Foundation and the Alexander von Hum boldt Founda tion. Support for the second author was provided by a Na tional Sci ence Foundation Pre sidential Young Investigator Award. We thank Gideon Stein for im ple ment ing the first version of LWR on the i860 microprocessor, and Gerrie van Zyl for build ing the devil stick robot and implementing the first version of devil stick learning. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1107312. 	[Title] Optimal Navigation in a Probibalistic World [Abstract] In this paper, we define and examine two versions of the bridge problem. The first variant of the bridge problem is a determistic model where the agent knows a superset of the transitions and a priori probabilities that those transitions are intact. In the second variant, transitions can break or be fixed with some probability at each time step. These problems are applicable to planning in uncertain domains as well as packet routing in a computer network. We show how an agent can act optimally in these models by reduction to Markov decision processes. We describe methods of solving them but note that these methods are intractable for reasonably sized problems. Finally, we suggest neuro-dynamic programming as a method of value function approximation for these types of models. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #114. 	[Title] Learning to Act using Real-Time Dynamic Programming [Abstract] fl The authors thank Rich Yee, Vijay Gullapalli, Brian Pinette, and Jonathan Bachrach for helping to clarify the relationships between heuristic search and control. We thank Rich Sutton, Chris Watkins, Paul Werbos, and Ron Williams for sharing their fundamental insights into this subject through numerous discussions, and we further thank Rich Sutton for first making us aware of Korf's research and for his very thoughtful comments on the manuscript. We are very grateful to Dimitri Bertsekas and Steven Sullivan for independently pointing out an error in an earlier version of this article. Finally, we thank Harry Klopf, whose insight and persistence encouraged our interest in this class of learning problems. This research was supported by grants to A.G. Barto from the National Science Foundation (ECS-8912623 and ECS-9214866) and the Air Force Office of Scientific Research, Bolling AFB (AFOSR-89-0526). Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #13686. 	[Title] Framework for Combining Symbolic and Neural Learning rule extraction from neural networks the KBANN algorithm [Abstract] Technical Report 1123, Computer Sciences Department, University of Wisconsin - Madison, Nov. 1992 ABSTRACT This article describes an approach to combining symbolic and connectionist approaches to machine learning. A three-stage framework is presented and the research of several groups is reviewed with respect to this framework. The first stage involves the insertion of symbolic knowledge into neural networks, the second addresses the refinement of this prior knowledge in its neural representation, while the third concerns the extraction of the refined symbolic knowledge. Experimental results and open research issues are discussed. A shorter version of this paper will appear in Machine Learning. Please summarise all the given information.

Paper #1120731 has the title `A Cognitive Model of Learning to Navigate  
` and the abstract `Our goal is to develop a cognitive model of how humans acquire skills on complex cognitive tasks. We are pursuing this goal by designing computational architectures for the NRL Navigation task, which requires competent sensorimotor coordination. In this paper, we analyze the NRL Navigation task in depth. We then use data from experiments with human subjects learning this task to guide us in constructing a cognitive model of skill acquisition for the task. Verbal protocol data augments the black box view provided by execution traces of inputs and outputs. Computational experiments allow us to explore a space of alternative architectures for the task, guided by the quality of fit to human performance data. 
`.
Question: Which category should Paper #1120731 be classified as ?
You can select one from ['Neural_Networks', 'Case_Based', 'Theory', 'Reinforcement_Learning', 'Probabilistic_Methods', 'Rule_Learning', 'Genetic_Algorithms'].


Paper #1120731 has the title `A Cognitive Model of Learning to Navigate  
` and the abstract `Our goal is to develop a cognitive model of how humans acquire skills on complex cognitive tasks. We are pursuing this goal by designing computational architectures for the NRL Navigation task, which requires competent sensorimotor coordination. In this paper, we analyze the NRL Navigation task in depth. We then use data from experiments with human subjects learning this task to guide us in constructing a cognitive model of skill acquisition for the task. Verbal protocol data augments the black box view provided by execution traces of inputs and outputs. Computational experiments allow us to explore a space of alternative architectures for the task, guided by the quality of fit to human performance data. 
`.
Question: Which category should Paper #1120731 be classified as ?
You can select one from ['Neural_Networks', 'Case_Based', 'Theory', 'Reinforcement_Learning', 'Probabilistic_Methods', 'Rule_Learning', 'Genetic_Algorithms'].

This paper should be classified into: Reinforcement_Learning