Above are papers related to the following paper: [Paper_ID] Paper #293285. 	[Title] Why Experimentation can be better than "Perfect Guidance" [Abstract] Many problems correspond to the classical control task of determining the appropriate control action to take, given some (sequence of) observations. One standard approach to learning these control rules, called behavior cloning, involves watching a perfect operator operate a plant, and then trying to emulate its behavior. In the experimental learning approach, by contrast, the learner first guesses an initial operation-to-action policy and tries it out. If this policy performs sub-optimally, the learner can modify it to produce a new policy, and recur. This paper discusses the relative effectiveness of these two approaches, especially in the presence of perceptual aliasing, showing in particular that the experimental learner can often learn more effectively than the cloning one. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #128. 	[Title] Reinforcement Learning Algorithms for Average-Payoff Markovian Decision Processes [Abstract] Reinforcement learning (RL) has become a central paradigm for solving learning-control problems in robotics and artificial intelligence. RL researchers have focussed almost exclusively on problems where the controller has to maximize the discounted sum of payoffs. However, as emphasized by Schwartz (1993), in many problems, e.g., those for which the optimal behavior is a limit cycle, it is more natural and com-putationally advantageous to formulate tasks so that the controller's objective is to maximize the average payoff received per time step. In this paper I derive new average-payoff RL algorithms as stochastic approximation methods for solving the system of equations associated with the policy evaluation and optimal control questions in average-payoff RL tasks. These algorithms are analogous to the popular TD and Q-learning algorithms already developed for the discounted-payoff case. One of the algorithms derived here is a significant variation of Schwartz's R-learning algorithm. Preliminary empirical results are presented to validate these new algorithms. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1128839. 	[Title] Requirements and use of neural networks for industrial appli- [Abstract] Modern industry of today needs flexible, adaptive and fault-tolerant methods for information processing. Several applications have shown that neural networks fulfill these requirements. In this paper application areas, in which neural networks have been successfully used, are presented. Then a kind of check list is described, which mentioned the different steps, when applying neural networks. The paper finished with a discussion of some neural networks projects done in the research group Interactive Planning at the Research Center for Computer Science (FZI). Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #6151. 	[Title] Strategy Learning with Multilayer Connectionist Representations 1 [Abstract] Results are presented that demonstrate the learning and fine-tuning of search strategies using connectionist mechanisms. Previous studies of strategy learning within the symbolic, production-rule formalism have not addressed fine-tuning behavior. Here a two-layer connectionist system is presented that develops its search from a weak to a task-specific strategy and fine-tunes its performance. The system is applied to a simulated, real-time, balance-control task. We compare the performance of one-layer and two-layer networks, showing that the ability of the two-layer network to discover new features and thus enhance the original representation is critical to solving the balancing task. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #6155. 	[Title] On the Computational Economics of Reinforcement Learning [Abstract] Following terminology used in adaptive control, we distinguish between indirect learning methods, which learn explicit models of the dynamic structure of the system to be controlled, and direct learning methods, which do not. We compare an existing indirect method, which uses a conventional dynamic programming algorithm, with a closely related direct reinforcement learning method by applying both methods to an infinite horizon Markov decision problem with unknown state-transition probabilities. The simulations show that although the direct method requires much less space and dramatically less computation per control action, its learning ability in this task is superior to, or compares favorably with, that of the more complex indirect method. Although these results do not address how the methods' performances compare as problems become more difficult, they suggest that given a fixed amount of computational power available per control action, it may be better to use a direct reinforcement learning method augmented with indirect techniques than to devote all available resources to a computation-ally costly indirect method. Comprehensive answers to the questions raised by this study depend on many factors making up the eco nomic context of the computation. 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 #628500. 	[Title] LEARNING TO AVOID COLLISIONS: A REINFORCEMENT LEARNING PARADIGM FOR MOBILE ROBOT NAVIGATION [Abstract] The paper describes a self-learning control system for a mobile robot. Based on sensor information the control system has to provide a steering signal in such a way that collisions are avoided. Since in our case no `examples' are available, the system learns on the basis of an external reinforcement signal which is negative in case of a collision and zero otherwise. We describe the adaptive algorithm which is used for a discrete coding of the state space, and the adaptive algorithm for learning the correct mapping from the input (state) vector to the output (steering) signal. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1120020. 	[Title] Learning from undiscounted delayed rewards [Abstract] The general framework of reinforcement learning has been proposed by several researchers for both the solution of optimization problems and the realization of adaptive control schemes. To allow for an efficient application of reinforcement learning in either of these areas, it is necessary to solve both the structural and the temporal credit assignment problem. In this paper, we concentrate on the latter which is usually tackled through the use of learning algorithms that employ discounted rewards. We argue that for realistic problems this kind of solution is not satisfactory, since it does not address the effect of noise originating from different experiences and does not allow for an easy explanation of the parameters involved in the learning process. As a possible solution, we propose to keep the delayed reward undiscounted, but to discount the actual adaptation rate. Empirical results show that dependent on the kind of discount used amore stable convergence and even an increase in performance can be obtained. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #782486. 	[Title] Living in a partially structured environment: How to bypass the limitations of classical reinforcement techniques [Abstract] In this paper, we propose an unsupervised neural network allowing a robot to learn sensori-motor associations with a delayed reward. The robot task is to learn the "meaning" of pictograms in order to "survive" in a maze. First, we introduce a new neural conditioning rule (PCR: Probabilistic Conditioning Rule) allowing to test hypotheses (associations between visual categories and movements) during a given time span. Second, we describe a real maze experiment with our mobile robot. We propose a neural architecture to solve this problem and we discuss the difficulty to build visual categories dynamically while associating them to movements. Third, we propose to use our algorithm on a simulation in order to test it exhaustively. We give the results for different kind of mazes and we compare our system to an adapted version of the Q-learning algorithm. Finally, we conclude by showing the limitations of approaches that do not take into account the intrinsic complexity of a reasonning based on image recognition. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #293271. 	[Title] Toward an Ideal Trainer* [Abstract] This paper appeared in 1994 in Machine Learning, 15 (3): 251-277. Abstract This paper demonstrates how the nature of the opposition during training affects learning to play two-person, perfect information board games. It considers different kinds of competitive training, the impact of trainer error, appropriate metrics for post-training performance measurement, and the ways those metrics can be applied. The results suggest that teaching a program by leading it repeatedly through the same restricted paths, albeit high quality ones, is overly narrow preparation for the variations that appear in real-world experience. The results also demonstrate that variety introduced into training by random choice is unreliable preparation, and that a program that directs its own training may overlook important situations. The results argue for a broad variety of training experience with play at many levels. This variety may either be inherent in the game or introduced deliberately into the training. Lesson and practice training, a blend of expert guidance and knowledge-based, self-directed elaboration, is shown to be particularly effective for learning during competition. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1031453. 	[Title] A Neural Network Pole Balancer that Learns and Operates on a Real Robot in Real Time [Abstract] A neural network approach to the classic inverted pendulum task is presented. This task is the task of keeping a rigid pole, hinged to a cart and free to fall in a plane, in a roughly vertical orientation by moving the cart horizontally in the plane while keeping the cart within some maximum distance of its starting position. This task constitutes a difficult control problem if the parameters of the cart-pole system are not known precisely or are variable. It also forms the basis of an even more complex control-learning problem if the controller must learn the proper actions for successfully balancing the pole given only the current state of the system and a failure signal when the pole angle from the vertical becomes too great or the cart exceeds one of the boundaries placed on its position. The approach presented is demonstrated to be effective for the real-time control of a small, self-contained mini-robot, specially outfitted for the task. Origins and details of the learning scheme, specifics of the mini-robot hardware, and results of actual learning trials are presented. 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 #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 #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 #188471. 	[Title] Adaptive state space quantisation for reinforcement learning of collision-free navigation [Abstract] The paper describes a self-learning control system for a mobile robot. Based on sensor information the control system has to provide a steering signal in such a way that collisions are avoided. Since in our case no `examples' are available, the system learns on the basis of an external reinforcement signal which is negative in case of a collision and zero otherwise. Rules from Temporal Difference learning are used to find the correct mapping between the (discrete) sensor input space and the steering signal. We describe the algorithm for learning the correct mapping from the input (state) vector to the output (steering) signal, and the algorithm which is used for a discrete coding of the input state space. 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 #13885. 	[Title] Learning Controllers for Industrial Robots [Abstract] One of the most significant cost factors in robotics applications is the design and development of real-time robot control software. Control theory helps when linear controllers have to be developed, but it doesn't sufficiently support the generation of non-linear controllers, although in many cases (such as in compliance control), nonlinear control is essential for achieving high performance. This paper discusses how Machine Learning has been applied to the design of (non-)linear controllers. Several alternative function approximators, including Multilayer Perceptrons (MLP), Radial Basis Function Networks (RBFNs), and Fuzzy Controllers are analyzed and compared, leading to the definition of two major families: Open Field Function Function Approximators and Locally Receptive Field Function Approximators. It is shown that RBFNs and Fuzzy Controllers bear strong similarities, and that both have a symbolic interpretation. This characteristics allows for applying both symbolic and statistic learning algorithms to synthesize the network layout from a set of examples and, possibly, some background knowledge. Three integrated learning algorithms, two of which are original, are described and evaluated on experimental test cases. The first test case is provided by a robot KUKA IR-361 engaged into the "peg-into-hole" task, whereas the second is represented by a classical prediction task on the Mackey-Glass time series. From the experimental comparison, it appears that both Fuzzy Controllers and RBFNs synthesised from examples are excellent approximators, and that, in practice, they can be even more accurate than MLPs. 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 #132806. 	[Title] USING MARKER-BASED GENETIC ENCODING OF NEURAL NETWORKS TO EVOLVE FINITE-STATE BEHAVIOUR [Abstract] A new mechanism for genetic encoding of neural networks is proposed, which is loosely based on the marker structure of biological DNA. The mechanism allows all aspects of the network structure, including the number of nodes and their connectivity, to be evolved through genetic algorithms. The effectiveness of the encoding scheme is demonstrated in an object recognition task that requires artificial creatures (whose behaviour is driven by a neural network) to develop high-level finite-state exploration and discrimination strategies. The task requires solving the sensory-motor grounding problem, i.e. developing a functional understanding of the effects that a creature's movement has on its sensory input. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #36167. 	[Title] Category: Control, Navigation and Planning Preference: Oral presentation Exploiting Model Uncertainty Estimates for Safe Dynamic [Abstract] Model learning combined with dynamic programming has been shown to be effective for learning control of continuous state dynamic systems. The simplest method assumes the learned model is correct and applies dynamic programming to it, but many approximators provide uncertainty estimates on the fit. How can they be exploited? This paper addresses the case where the system must be prevented from having catastrophic failures during learning. We propose a new algorithm adapted from the dual control literature and use Bayesian locally weighted regression models with stochastic dynamic programming. A common reinforcement learning assumption is that aggressive exploration should be encouraged. This paper addresses the converse case in which the system has to reign in exploration. The algorithm is illustrated on a 4 dimensional simulated control problem. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1130567. 	[Title] NEUROCONTROL BY REINFORCEMENT LEARNING [Abstract] Reinforcement learning (RL) is a model-free tuning and adaptation method for control of dynamic systems. Contrary to supervised learning, based usually on gradient descent techniques, RL does not require any model or sensitivity function of the process. Hence, RL can be applied to systems that are poorly understood, uncertain, nonlinear or for other reasons untractable with conventional methods. In reinforcement learning, the overall controller performance is evaluated by a scalar measure, called reinforcement. Depending on the type of the control task, reinforcement may represent an evaluation of the most recent control action or, more often, of an entire sequence of past control moves. In the latter case, the RL system learns how to predict the outcome of each individual control action. This prediction is then used to adjust the parameters of the controller. The mathematical background of RL is closely related to optimal control and dynamic programming. This paper gives a comprehensive overview of the RL methods and presents an application to the attitude control of a satellite. Some well known applications from the literature are reviewed as well. 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 #193742. 	[Title] Q-Learning with Hidden-Unit Restarting [Abstract] Platt's resource-allocation network (RAN) (Platt, 1991a, 1991b) is modified for a reinforcement-learning paradigm and to "restart" existing hidden units rather than adding new units. After restarting, units continue to learn via back-propagation. The resulting restart algorithm is tested in a Q-learning network that learns to solve an inverted pendulum problem. Solutions are found faster on average with the restart algorithm than without it. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #628815. 	[Title] Optimal Attitude Control of Satellites by Artificial Neural Networks: a Pilot Study [Abstract] A pilot study is described on the practical application of artificial neural networks. The limit cycle of the attitude control of a satellite is selected as the test case. One of the sources of the limit cycle is a position dependent error in the observed attitude. A Reinforcement Learning method is selected, which is able to adapt a controller such that a cost function is optimised. An estimate of the cost function is learned by a neural `critic'. In our approach, the estimated cost function is directly represented as a function of the parameters of a linear controller. The critic is implemented as a CMAC network. Results from simulations show that the method is able to find optimal parameters without unstable behaviour. In particular in the case of large discontinuities in the attitude measurements, the method shows a clear improvement compared to the conventional approach: the RMS attitude error decreases approximately 30%. 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 #1102550. 	[Title] Culling Teaching -1 Culling and Teaching in Neuro-evolution [Abstract] The evolving population of neural nets contains information not only in terms of genes, but also in the collection of behaviors of the population members. Such information can be thought of as a kind of culture of the population. Two ways of exploiting that culture are explored in this paper: (1) Culling overlarge litters: Generate a large number of offspring with different crossovers, quickly evaluate them by comparing their performance to the population, and throw away those that appear poor. (2) Teaching: Use backpropagation to train offspring toward the performance of the population. Both techniques result in faster, more effective neuro-evolution, and they can be effectively combined, as is demonstrated on the inverted pendulum problem. Additional methods of cultural exploitation are possible and will be studied in future work. These results suggest that cultural exploitation is a powerful idea that allows leveraging several aspects of the genetic algorithm. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #168410. 	[Title] A Modular Q-Learning Architecture for Manipulator Task Decomposition `Data storage in the cerebellar model ar [Abstract] Compositional Q-Learning (CQ-L) (Singh 1992) is a modular approach to learning to perform composite tasks made up of several elemental tasks by reinforcement learning. Skills acquired while performing elemental tasks are also applied to solve composite tasks. Individual skills compete for the right to act and only winning skills are included in the decomposition of the composite task. We extend the original CQ-L concept in two ways: (1) a more general reward function, and (2) the agent can have more than one actuator. We use the CQ-L architecture to acquire skills for performing composite tasks with a simulated two-linked manipulator having large state and action spaces. The manipulator is a non-linear dynamical system and we require its end-effector to be at specific positions in the workspace. Fast function approximation in each of the Q-modules is achieved through the use of an array of Cerebellar Model Articulation Controller (CMAC) (Albus Our research interests involve the scaling up of machine learning methods, especially reinforcement learning, for autonomous robot control. We are interested in function approximators suitable for reinforcement learning in problems with large state spaces, such as the Cerebellar Model Articulation Controller (CMAC) (Albus 1975) which permit fast, online learning and good local generalization. In addition, we are interested in task decomposition by reinforcement learning and the use of hierarchical and modular function approximator architectures. We are examining the effectiveness of a modified Hierarchical Mixtures of Experts (HME) (Jordan & Jacobs 1993) approach for reinforcement learning since the original HME was developed mainly for supervised learning and batch learning tasks. The incorporation of domain knowledge into reinforcement learning agents is an important way of extending their capabilities. Default policies can be specified, and domain knowledge can also be used to restrict the size of the state-action space, leading to faster learning. We are investigating the use of Q-Learning (Watkins 1989) in planning tasks, using a classifier system (Holland 1986) to encode the necessary condition-action rules. Jordan, M. & Jacobs, R. (1993), Hierarchical mixtures of experts and the EM algorithm, Technical Report 9301, MIT Computational Cognitive Science. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #13917. 	[Title] Designing Neural Networks for Adaptive Control [Abstract] This paper discusses the design of neural networks to solve specific problems of adaptive control. In particular, it investigates the influence of typical problems arising in real-world control tasks as well as techniques for their solution that exist in the framework of neurocontrol. Based on this investigation, a systematic design method is developed. The method is exemplified for the development of an adaptive force controller for a robot manipulator. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1130600. 	[Title] Adaptive state space quantisation: adding and removing neurons [Abstract] This paper describes a self-learning control system for a mobile robot. Based on local sensor data, a robot is taught to avoid collisions with obstacles. The only feedback to the control system is a binary-valued external reinforcement signal, which indicates whether or not a collision has occured. A reinforcement learning scheme is used to find a correct mapping from input (sensor) space to output (steering signal) space. An adaptive quantisation scheme is introduced, through which the discrete division of input space is built up from scratch by the system itself. 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 #28278. 	[Title] Chapter 1 Reinforcement Learning for Planning and Control [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1272. 	[Title] Learning a set of primitive actions with an Induction of decision trees. Machine Learning, 1(1):81-106, [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #28287. 	[Title] Robot Shaping: Developing Situated Agents through Learning [Abstract] Learning plays a vital role in the development of situated agents. In this paper, we explore the use of reinforcement learning to "shape" a robot to perform a predefined target behavior. We connect both simulated and real robots to A LECSYS, a parallel implementation of a learning classifier system with an extended genetic algorithm. After classifying different kinds of Animat-like behaviors, we explore the effects on learning of different types of agent's architecture (monolithic, flat and hierarchical) and of training strategies. In particular, hierarchical architecture requires the agent to learn how to coordinate basic learned responses. We show that the best results are achieved when both the agent's architecture and the training strategy match the structure of the behavior pattern to be learned. We report the results of a number of experiments carried out both in simulated and in real environments, and show that the results of simulations carry smoothly to real robots. While most of our experiments deal with simple reactive behavior, in one of them we demonstrate the use of a simple and general memory mechanism. As a whole, our experimental activity demonstrates that classifier systems with genetic algorithms can be practically employed to develop autonomous agents. Please summarise all the given information.

Paper #293285 has the title `Why Experimentation can be better than "Perfect Guidance"  
` and the abstract `Many problems correspond to the classical control task of determining the appropriate control action to take, given some (sequence of) observations. One standard approach to learning these control rules, called behavior cloning, involves watching a perfect operator operate a plant, and then trying to emulate its behavior. In the experimental learning approach, by contrast, the learner first guesses an initial operation-to-action policy and tries it out. If this policy performs sub-optimally, the learner can modify it to produce a new policy, and recur. This paper discusses the relative effectiveness of these two approaches, especially in the presence of perceptual aliasing, showing in particular that the experimental learner can often learn more effectively than the cloning one. 
`.
Question: Which category should Paper #293285 be classified as ?
You can select one from ['Neural_Networks', 'Case_Based', 'Theory', 'Reinforcement_Learning', 'Probabilistic_Methods', 'Rule_Learning', 'Genetic_Algorithms'].


Paper #293285 has the title `Why Experimentation can be better than "Perfect Guidance"  
` and the abstract `Many problems correspond to the classical control task of determining the appropriate control action to take, given some (sequence of) observations. One standard approach to learning these control rules, called behavior cloning, involves watching a perfect operator operate a plant, and then trying to emulate its behavior. In the experimental learning approach, by contrast, the learner first guesses an initial operation-to-action policy and tries it out. If this policy performs sub-optimally, the learner can modify it to produce a new policy, and recur. This paper discusses the relative effectiveness of these two approaches, especially in the presence of perceptual aliasing, showing in particular that the experimental learner can often learn more effectively than the cloning one. 
`.
Question: Which category should Paper #293285 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: Theory