Theory of general reinforcement learning
Abstract
Reinforcement learning is the task of learning to act well in a variety of unknown environments. The traditional approach is to study small classes and construct computationally and data efficient algorithms to minimise some form of loss function such as regret or sample-complexity. The grand dream, however, is to solve the problem where the class of possible environments is sufficiently large to include any challenge that might reasonably be faced by an agent living in this universe. Such a universal agent could learn to play chess, do the washing up, make money in finance, understand language, write beautiful poetry (if rewarding) and generally act with (super) human intelligence. The task is so difficult that in this thesis I decouple the problems of data and computation efficiency and focus only on the former. What is an upper bound on the rate of learning and what is the largest class of environments for which learning is possible? How can intelligence be measured? What ought the loss function be? Since these problems cannot (yet) be tackled experimentally, I take a theoretical approach, sometimes even constructing agents that provably cannot be computed. I consider both the prediction setting where actions/predictions do not affect the environment, as well as the full reinforcement learning case. In both cases I derive asymptotic results and finite sample-complexity bounds on the performance of some predictor or policy in very general settings where data is typically non-stationary and dependent (even non-Markov). In some extreme cases learning is impossible, so some results are unfortunately quite negative, especially in the reinforcement learning framework. Nevertheless, provided the environment class is not too large I show that some form of learning is usually possible.
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