Above are papers related to the following paper: [Paper_ID] Paper #96847. 	[Title] Generality versus Size in Genetic Programming [Abstract] Genetic Programming (GP) uses variable size representations as programs. Size becomes an important and interesting emergent property of the structures evolved by GP. The size of programs can be both a controlling and a controlled factor in GP search. Size influences the efficiency of the search process and is related to the generality of solutions. This paper analyzes the size and generality issues in standard GP and GP using subroutines and addresses the question whether such an analysis can help control the search process. We relate the size, generalization and modularity issues for programs evolved to control an agent in a dynamic and non-deterministic environment, as exemplified by the Pac-Man game. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #130. 	[Title] Scaling Up Average Reward Reinforcement Learning by Approximating the Domain Models and the Value Function [Abstract] Almost all the work in Average-reward Re- inforcement Learning (ARL) so far has focused on table-based methods which do not scale to domains with large state spaces. In this paper, we propose two extensions to a model-based ARL method called H-learning to address the scale-up problem. We extend H-learning to learn action models and reward functions in the form of Bayesian networks, and approximate its value function using local linear regression. We test our algorithms on several scheduling tasks for a simulated Automatic Guided Vehicle (AGV) and show that they are effective in significantly reducing the space requirement of H-learning and making it converge faster. To the best of our knowledge, our results are the first in apply Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1114502. 	[Title] Evolution, Learning, and Instinct: 100 Years of the Baldwin Effect Using Learning to Facilitate the [Abstract] This paper describes a hybrid methodology that integrates genetic algorithms and decision tree learning in order to evolve useful subsets of discriminatory features for recognizing complex visual concepts. A genetic algorithm (GA) is used to search the space of all possible subsets of a large set of candidate discrimination features. Candidate feature subsets are evaluated by using C4.5, a decision-tree learning algorithm, to produce a decision tree based on the given features using a limited amount of training data. The classification performance of the resulting decision tree on unseen testing data is used as the fitness of the underlying feature subset. Experimental results are presented to show how increasing the amount of learning significantly improves feature set evolution for difficult visual recognition problems involving satellite and facial image data. In addition, we also report on the extent to which other more subtle aspects of the Baldwin effect are exhibited by the system. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1113739. 	[Title] Decision Tree Function Approximation in Reinforcement Learning [Abstract] We present a decision tree based approach to function approximation in reinforcement learning. We compare our approach with table lookup and a neural network function approximator on three problems: the well known mountain car and pole balance problems as well as a simulated automobile race car. We find that the decision tree can provide better learning performance than the neural network function approximation and can solve large problems that are infeasible using table lookup. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1111052. 	[Title] Robust Value Function Approximation by Working Backwards Computing an accurate value function is the key [Abstract] In this paper, we examine the intuition that TD() is meant to operate by approximating asynchronous value iteration. We note that on the important class of discrete acyclic stochastic tasks, value iteration is inefficient compared with the DAG-SP algorithm, which essentially performs only one sweep instead of many by working backwards from the goal. The question we address in this paper is whether there is an analogous algorithm that can be used in large stochastic state spaces requiring function approximation. We present such an algorithm, analyze it, and give comparative results to TD on several domains. the state). Using VI to solve MDPs belonging to either of these special classes can be quite inefficient, since VI performs backups over the entire space, whereas the only backups useful for improving V fl are those on the "frontier" between already-correct and not-yet-correct V fl values. In fact, there are classical algorithms for both problem classes which compute V fl more efficiently by explicitly working backwards: for the deterministic class, Dijkstra's shortest-path algorithm; and for the acyclic class, Directed-Acyclic-Graph-Shortest-Paths (DAG-SP) [6]. 1 DAG-SP first topologically sorts the MDP, producing a linear ordering of the states in which every state x precedes all states reachable from x. Then, it runs through that list in reverse, performing one backup per state. Worst-case bounds for VI, Dijkstra, and DAG-SP in deterministic domains with X states and A actions/state are 1 Although [6] presents DAG-SP only for deterministic acyclic problems, it applies straightforwardly to the Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #6163. 	[Title] Generalization in Reinforcement Learning: Safely Approximating the Value Function [Abstract] To appear in: G. Tesauro, D. S. Touretzky and T. K. Leen, eds., Advances in Neural Information Processing Systems 7, MIT Press, Cambridge MA, 1995. A straightforward approach to the curse of dimensionality in reinforcement learning and dynamic programming is to replace the lookup table with a generalizing function approximator such as a neural net. Although this has been successful in the domain of backgammon, there is no guarantee of convergence. In this paper, we show that the combination of dynamic programming and function approximation is not robust, and in even very benign cases, may produce an entirely wrong policy. We then introduce Grow-Support, a new algorithm which is safe from divergence yet can still reap the benefits of successful generalization. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1106966. 	[Title] Value Function Approximations and Job-Shop Scheduling [Abstract] We report a successful application of TD() with value function approximation to the task of job-shop scheduling. Our scheduling problems are based on the problem of scheduling payload processing steps for the NASA space shuttle program. The value function is approximated by a 2-layer feedforward network of sigmoid units. A one-step lookahead greedy algorithm using the learned evaluation function outperforms the best existing algorithm for this task, which is an iterative repair method incorporating simulated annealing. To understand the reasons for this performance improvement, this paper introduces several measurements of the learning process and discusses several hypotheses suggested by these measurements. We conclude that the use of value function approximation is not a source of difficulty for our method, and in fact, it may explain the success of the method independent of the use of value iteration. Additional experiments are required to discriminate among our hypotheses. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1128985. 	[Title] Evolving Visual Routines  Architecture and Planning, [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #230300. 	[Title] Learning in Continuous Domains with Delayed Rewards [Abstract] Much has been done to develop learning techniques for delayed reward problems in worlds where the actions and/or states are approximated by discrete representations. Although this is acceptable in some applications there are many more situations where such an approximation is difficult and unnatural. For instance, in applications such as robotic,s where real machines interact with the real world, learning techniques that use real valued continuous quantities are required. Presented in this paper is an extension to Q-learning that uses both real valued states and actions. This is achieved by introducing activation strengths to each actuator system of the robot. This allow all actuators to be active to some continuous amount simultaneously. Learning occurs by incrementally adapting both the expected future reward to goal evaluation function and the gradients of that function with respect to each actuator system. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #124064. 	[Title] An Upper Bound on the Loss from Approximate Optimal-Value Functions [Abstract] Many reinforcement learning (RL) approaches can be formulated from the theory of Markov decision processes and the associated method of dynamic programming (DP). The value of this theoretical understanding, however, is tempered by many practical concerns. One important question is whether DP-based approaches that use function approximation rather than lookup tables, can avoid catastrophic effects on performance. This note presents a result in Bertsekas (1987) which guarantees that small errors in the approximation of a task's optimal value function cannot produce arbitrarily bad performance when actions are selected greedily. We derive an upper bound on performance loss which is slightly tighter than that in Bertsekas (1987), and we show the extension of the bound to Q-learning (Watkins, 1989). These results provide a theoretical justification for a practice that is common in reinforcement learning. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #44455. 	[Title] Evolving Visually Guided Robots [Abstract] A version of this paper appears in: Proceedings of SAB92, the Second International Conference on Simulation of Adaptive Behaviour J.-A. Meyer, H. Roitblat, and S. Wilson, editors, MIT Press Bradford Books, Cambridge, MA, 1993. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #28202. 	[Title] MultiPlayer Residual Advantage Learning With General Function Approximation [Abstract] A new algorithm, advantage learning, is presented that improves on advantage updating by requiring that a single function be learned rather than two. Furthermore, advantage learning requires only a single type of update, the learning update, while advantage updating requires two different types of updates, a learning update and a normilization update. The reinforcement learning system uses the residual form of advantage learning. An application of reinforcement learning to a Markov game is presented. The testbed has continuous states and nonlinear dynamics. The game consists of two players, a missile and a plane; the missile pursues the plane and the plane evades the missile. On each time step , each player chooses one of two possible actions; turn left or turn right, resulting in a 90 degree instantaneous change in the aircraft s heading. Reinforcement is given only when the missile hits the plane or the plane reaches an escape distance from the missile. The advantage function is stored in a single-hidden-layer sigmoidal network. Speed of learning is increased by a new algorithm , Incremental Delta-Delta (IDD), which extends Jacobs (1988) Delta-Delta for use in incremental training, and differs from Suttons Incremental Delta-Bar-Delta (1992) in that it does not require the use of a trace and is amenable for use with general function approximation systems. The advantage learning algorithm for optimal control is modified for games in order to find the minimax point, rather than the maximum. Empirical results gathered using the missile/aircraft testbed validate theory that suggests residual forms of reinforcement learning algorithms converge to a local minimum of the mean squared Bellman residual when using general function approximation systems. Also, to our knowledge, this is the first time an approximate second order method has been used with residual algorithms. Empirical results are presented comparing convergence rates with and without the use of IDD for the reinforcement learning testbed described above and for a supervised learning testbed. The results of these experiments demonstrate IDD increased the rate of convergence and resulted in an order of magnitude lower total asymptotic error than when using backpropagation alone. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #20534. 	[Title] A Reinforcement Learning Approach to Job-shop Scheduling [Abstract] We apply reinforcement learning methods to learn domain-specific heuristics for job shop scheduling. A repair-based scheduler starts with a critical-path schedule and incrementally repairs constraint violations with the goal of finding a short conflict-free schedule. The temporal difference algorithm T D() is applied to train a neural network to learn a heuristic evaluation function over states. This evaluation function is used by a one-step looka-head search procedure to find good solutions to new scheduling problems. We evaluate this approach on synthetic problems and on problems from a NASA space shuttle payload processing task. The evaluation function is trained on problems involving a small number of jobs and then tested on larger problems. The TD sched-uler performs better than the best known existing algorithm for this task|Zweben's iterative repair method based on simulated annealing. The results suggest that reinforcement learning can provide a new method for constructing high-performance scheduling systems. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1116347. 	[Title] Fast Online Q() [Abstract] Q()-learning uses TD()-methods to accelerate Q-learning. The update complexity of previous online Q() implementations based on lookup-tables is bounded by the size of the state/action space. Our faster algorithm's update complexity is bounded by the number of actions. The method is based on the observation that Q-value updates may be postponed until they are needed. 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 #6216. 	[Title] Generalization in Reinforcement Learning: Successful Examples Using Sparse Coarse Coding [Abstract] On large problems, reinforcement learning systems must use parameterized function approximators such as neural networks in order to generalize between similar situations and actions. In these cases there are no strong theoretical results on the accuracy of convergence, and computational results have been mixed. In particular, Boyan and Moore reported at last year's meeting a series of negative results in attempting to apply dynamic programming together with function approximation to simple control problems with continuous state spaces. In this paper, we present positive results for all the control tasks they attempted, and for one that is significantly larger. The most important differences are that we used sparse-coarse-coded function approximators (CMACs) whereas they used mostly global function approximators, and that we learned online whereas they learned o*ine. Boyan and Moore and others have suggested that the problems they encountered could be solved by using actual outcomes ("rollouts"), as in classical Monte Carlo methods, and as in the TD() algorithm when = 1. However, in our experiments this always resulted in substantially poorer performance. We conclude that reinforcement learning can work robustly in conjunction with function approximators, and that there is little justification at present for avoiding the case of general . Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #6220. 	[Title] Issues in Using Function Approximation for Reinforcement Learning [Abstract] Reinforcement learning techniques address the problem of learning to select actions in unknown, dynamic environments. It is widely acknowledged that to be of use in complex domains, reinforcement learning techniques must be combined with generalizing function approximation methods such as artificial neural networks. Little, however, is understood about the theoretical properties of such combinations, and many researchers have encountered failures in practice. In this paper we identify a prime source of such failuresnamely, a systematic overestimation of utility values. Using Watkins' Q-Learning [18] as an example, we give a theoretical account of the phenomenon, deriving conditions under which one may expected it to cause learning to fail. Employing some of the most popular function approximators, we present experimental results which support the theoretical findings. 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 #6224. 	[Title] Tight Performance Bounds on Greedy Policies Based on Imperfect Value Functions [Abstract] Consider a given value function on states of a Markov decision problem, as might result from applying a reinforcement learning algorithm. Unless this value function equals the corresponding optimal value function, at some states there will be a discrepancy, which is natural to call the Bellman residual, between what the value function specifies at that state and what is obtained by a one-step lookahead along the seemingly best action at that state using the given value function to evaluate all succeeding states. This paper derives a tight bound on how far from optimal the discounted return for a greedy policy based on the given value function will be as a function of the maximum norm magnitude of this Bellman residual. A corresponding result is also obtained for value functions defined on state-action pairs, as are used in Q-learning. One significant application of these results is to problems where a function approximator is used to learn a value function, with training of the approxi-mator based on trying to minimize the Bellman residual across states or state-action pairs. When control is based on the use of the resulting value function, this result provides a link between how well the objectives of function approximator training are met and the quality of the resulting control. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #96851. 	[Title] Balancing Accuracy and Parsimony in Genetic Programming 1 [Abstract] Genetic programming is distinguished from other evolutionary algorithms in that it uses tree representations of variable size instead of linear strings of fixed length. The flexible representation scheme is very important because it allows the underlying structure of the data to be discovered automatically. One primary difficulty, however, is that the solutions may grow too big without any improvement of their generalization ability. In this paper we investigate the fundamental relationship between the performance and complexity of the evolved structures. The essence of the parsimony problem is demonstrated empirically by analyzing error landscapes of programs evolved for neural network synthesis. We consider genetic programming as a statistical inference problem and apply the Bayesian model-comparison framework to introduce a class of fitness functions with error and complexity terms. An adaptive learning method is then presented that automatically balances the model-complexity factor to evolve parsimonious programs without losing the diversity of the population needed for achieving the desired training accuracy. The effectiveness of this approach is empirically shown on the induction of sigma-pi neural networks for solving a real-world medical diagnosis problem as well as benchmark tasks. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #594387. 	[Title] Evolving Compact Solutions in Genetic Programming: A Case Study [Abstract] Genetic programming (GP) is a variant of genetic algorithms where the data structures handled are trees. This makes GP especially useful for evolving functional relationships or computer programs, as both can be represented as trees. Symbolic regression is the determination of a function dependence y = g(x) that approximates a set of data points (x i ; y i ). In this paper the feasibility of symbolic regression with GP is demonstrated on two examples taken from different domains. Furthermore several suggested methods from literature are compared that are intended to improve GP performance and the readability of solutions by taking into account introns or redundancy that occurs in the trees and keeping the size of the trees small. The experiments show that GP is an elegant and useful tool to derive complex functional dependencies on numerical data. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #593240. 	[Title] Evolution of Pseudo-colouring Algorithms for Image Enhancement with Interactive Genetic Programming [Abstract] Technical Report: CSRP-97-5 School of Computer Science The University of Birmingham Abstract In this paper we present an approach to the interactive development of programs for image enhancement with Genetic Programming (GP) based on pseudo-colour transformations. In our approach the user drives GP by deciding which individual should be the winner in tournament selection. The presence of the user does not only allow running GP without a fitness function but it also transforms GP into a very efficient search procedure capable of producing effective solutions to real-life problems in only hundreds of evaluations. In the paper we also propose a strategy to further reduce user interaction: we record the choices made by the user in interactive runs and we later use them to build a model which can replace him/her in longer runs. Experimental results with interactive GP and with our user-modelling strategy are also reported. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1123553. 	[Title] Modeling the Student with Reinforcement Learning [Abstract] We describe a methodology for enabling an intelligent teaching system to make high level strategy decisions on the basis of low level student modeling information. This framework is less costly to construct, and superior to hand coding teaching strategies as it is more responsive to the learner's needs. In order to accomplish this, reinforcement learning is used to learn to associate superior teaching actions with certain states of the student's knowledge. Reinforcement learning (RL) has been shown to be flexible in handling noisy data, and does not need expert domain knowledge. A drawback of RL is that it often needs a significant number of trials for learning. We propose an off-line learning methodology using sample data, simulated students, and small amounts of expert knowledge to bypass this problem. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #594025. 	[Title] Evolving a Generalised Behaviour: Artificial Ant Problem Revisited [Abstract] This research aims to demonstrate that a solution for artificial ant problem [4] is very likely to be non-general and relying on the specific characteristics of the Santa Fe trail. It then presents a consistent method which promotes producing general solutions. Using the concepts of training and testing from machine learning research, the method can be useful in producing general behaviours for simulation environments. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #227178. 	[Title] Evolving Visual Routines [Abstract] Traditional machine vision assumes that the vision system recovers a a complete, labeled description of the world [ Marr, 1982 ] . Recently, several researchers have criticized this model and proposed an alternative model which considers perception as a distributed collection of task-specific, task-driven visual routines [ Aloimonos, 1993, Ullman, 1987 ] . Some of these researchers have argued that in natural living systems these visual routines are the product of natural selection [ Ramachandran, 1985 ] . So far, researchers have hand-coded task-specific visual routines for actual implementations (e.g. [ Chapman, 1993 ] ). In this paper we propose an alternative approach in which visual routines for simple tasks are evolved using an artificial evolution approach. We present results from a series of runs on actual camera images, in which simple routines were evolved using Genetic Programming techniques [ Koza, 1992 ] . The results obtained are promising: the evolved routines are able to correctly classify up to 93% of the images, which is better than the best algorithm we were able to write by hand. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #134128. 	[Title] Learning To Play the Game of Chess [Abstract] This paper presents NeuroChess, a program which learns to play chess from the final outcome of games. NeuroChess learns chess board evaluation functions, represented by artificial neural networks. It integrates inductive neural network learning, temporal differencing, and a variant of explanation-based learning. Performance results illustrate some of the strengths and weaknesses of this approach. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1128946. 	[Title] Evolving Edge Detectors with Genetic Programming edge detectors for 1-D signals and image profiles. The [Abstract] images. We apply genetic programming techniques to the production of high Please summarise all the given information.

Paper #96847 has the title `Generality versus Size in Genetic Programming  
` and the abstract `Genetic Programming (GP) uses variable size representations as programs. Size becomes an important and interesting emergent property of the structures evolved by GP. The size of programs can be both a controlling and a controlled factor in GP search. Size influences the efficiency of the search process and is related to the generality of solutions. This paper analyzes the size and generality issues in standard GP and GP using subroutines and addresses the question whether such an analysis can help control the search process. We relate the size, generalization and modularity issues for programs evolved to control an agent in a dynamic and non-deterministic environment, as exemplified by the Pac-Man game.
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Question: Which category should Paper #96847 be classified as ?
You can select one from ['Neural_Networks', 'Case_Based', 'Theory', 'Reinforcement_Learning', 'Probabilistic_Methods', 'Rule_Learning', 'Genetic_Algorithms'].


Paper #96847 has the title `Generality versus Size in Genetic Programming  
` and the abstract `Genetic Programming (GP) uses variable size representations as programs. Size becomes an important and interesting emergent property of the structures evolved by GP. The size of programs can be both a controlling and a controlled factor in GP search. Size influences the efficiency of the search process and is related to the generality of solutions. This paper analyzes the size and generality issues in standard GP and GP using subroutines and addresses the question whether such an analysis can help control the search process. We relate the size, generalization and modularity issues for programs evolved to control an agent in a dynamic and non-deterministic environment, as exemplified by the Pac-Man game.
`.
Question: Which category should Paper #96847 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: Genetic_Algorithms