Above are papers related to the following paper: [Paper_ID] Paper #134060. 	[Title] Expected Mistake Bound Model for On-Line Reinforcement Learning [Abstract] We propose a model of efficient on-line reinforcement learning based on the expected mistake bound framework introduced by Haussler, Littlestone and Warmuth (1987). The measure of performance we use is the expected difference between the total reward received by the learning agent and that received by an agent behaving optimally from the start. We call this expected difference the cumulative mistake of the agent and we require that it "levels off" at a reasonably fast rate as the learning progresses. We show that this model is polynomially equivalent to the PAC model of off-line reinforcement learning introduced in (Fiechter, 1994). In particular we show how an off-line PAC reinforcement learning algorithm can be transformed into an efficient on-line algorithm in a simple and practical way. An immediate consequence of this result is that the PAC algorithm for the general finite state-space reinforcement learning problem described in (Fiechter, 1994) can be transformed into a polynomial on-line al gorithm with guaranteed performances. 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 #28359. 	[Title] Associative Reinforcement Learning: A Generate and Test Algorithm [Abstract] An agent that must learn to act in the world by trial and error faces the reinforcement learning problem, which is quite different from standard concept learning. Although good algorithms exist for this problem in the general case, they are often quite inefficient and do not exhibit generalization. One strategy is to find restricted classes of action policies that can be learned more efficiently. This paper pursues that strategy by developing an algorithm that performans an on-line search through the space of action mappings, expressed as Boolean formulae. The algorithm is compared with existing methods in empirical trials and is shown to have very good performance. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #20972. 	[Title] Exploratory Learning in the Game of GO [Abstract] This paper considers the importance of exploration to game-playing programs which learn by playing against opponents. The central question is whether a learning program should play the move which offers the best chance of winning the present game, or if it should play the move which has the best chance of providing useful information for future games. An approach to addressing this question is developed using probability theory, and then implemented in two different learning methods. Initial experiments in the game of Go suggest that a program which takes exploration into account can learn better against a knowledgeable opponent than a program which does not. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #481073. 	[Title] PAC Adaptive Control of Linear Systems [Abstract] We consider a special case of reinforcement learning where the environment can be described by a linear system. The states of the environment and the actions the agent can perform are represented by real vectors and the system dynamic is given by a linear equation with a stochastic component. The problem is equivalent to the so-called linear quadratic regulator problem studied in the optimal and adaptive control literature. We propose a learning algorithm for that problem and analyze it in a PAC learning framework. Unlike the algorithms in the adaptive control literature, our algorithm actively explores the environment to learn an accurate model of the system faster. We show that the control law produced by our algorithm has, with high probability, a value that is close to that of an optimal policy relative to the magnitude of the initial state of the system. The time taken by the algorithm is polynomial in the dimension n of the state-space and in the dimension r of the action-space when the ratio n=r is a constant. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #35863. 	[Title] Associative Reinforcement Learning: Functions in k-DNF [Abstract] An agent that must learn to act in the world by trial and error faces the reinforcement learning problem, which is quite different from standard concept learning. Although good algorithms exist for this problem in the general case, they are often quite inefficient and do not exhibit generalization. One strategy is to find restricted classes of action policies that can be learned more efficiently. This paper pursues that strategy by developing algorithms that can efficiently learn action maps that are expressible in k-DNF. The algorithms are compared with existing methods in empirical trials and are shown to have very good performance. 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.

Paper #134060 has the title `Expected Mistake Bound Model for On-Line Reinforcement Learning  
` and the abstract `We propose a model of efficient on-line reinforcement learning based on the expected mistake bound framework introduced by Haussler, Littlestone and Warmuth (1987). The measure of performance we use is the expected difference between the total reward received by the learning agent and that received by an agent behaving optimally from the start. We call this expected difference the cumulative mistake of the agent and we require that it "levels off" at a reasonably fast rate as the learning progresses. We show that this model is polynomially equivalent to the PAC model of off-line reinforcement learning introduced in (Fiechter, 1994). In particular we show how an off-line PAC reinforcement learning algorithm can be transformed into an efficient on-line algorithm in a simple and practical way. An immediate consequence of this result is that the PAC algorithm for the general finite state-space reinforcement learning problem described in (Fiechter, 1994) can be transformed into a polynomial on-line al gorithm with guaranteed performances.
`.
Question: Which category should Paper #134060 be classified as ?
You can select one from ['Neural_Networks', 'Case_Based', 'Theory', 'Reinforcement_Learning', 'Probabilistic_Methods', 'Rule_Learning', 'Genetic_Algorithms'].


Paper #134060 has the title `Expected Mistake Bound Model for On-Line Reinforcement Learning  
` and the abstract `We propose a model of efficient on-line reinforcement learning based on the expected mistake bound framework introduced by Haussler, Littlestone and Warmuth (1987). The measure of performance we use is the expected difference between the total reward received by the learning agent and that received by an agent behaving optimally from the start. We call this expected difference the cumulative mistake of the agent and we require that it "levels off" at a reasonably fast rate as the learning progresses. We show that this model is polynomially equivalent to the PAC model of off-line reinforcement learning introduced in (Fiechter, 1994). In particular we show how an off-line PAC reinforcement learning algorithm can be transformed into an efficient on-line algorithm in a simple and practical way. An immediate consequence of this result is that the PAC algorithm for the general finite state-space reinforcement learning problem described in (Fiechter, 1994) can be transformed into a polynomial on-line al gorithm with guaranteed performances.
`.
Question: Which category should Paper #134060 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