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RECENT ADVANCES in NEURAL NETWORKS, FUZZY SYSTEMS & EVOLUTIONARY COMPUTING 
Optimizing a New Nonlinear Reinforcement Scheme with Breeder genetic 
algorithm 
FLORIN STOICA, DANA SIMIAN 
Department of Informatics 
“Lucian Blaga” University of Sibiu 
Str. Dr. Ion Ratiu 5-7, 550012, Sibiu 
ROMANIA 
florin.stoica@ulbsibiu.ro, dana.simian@ulbsibiu.ro 
Abstract: - Using Stochastic Learning Automata, we can build robust learning systems without the complete 
knowledge of their environments. A Stochastic Learning Automaton is a learning entity that learns the optimal action 
to use from its set of possible actions. The algorithm that guarantees the desired learning process is called a 
reinforcement scheme. A major advantage of reinforcement learning compared to other learning approaches is that it 
requires no information about the environment except for the reinforcement signal. The drawback is that a 
reinforcement learning system is slower than other approaches for most applications since every action needs to be 
tested a number of times for a good performance. In our approach, the learning process must be much faster than the 
environment changes, and for accomplish this we need efficient reinforcement schemes. The aim of this paper is to 
present a reinforcement scheme which satisfies all necessary and sufficient conditions for absolute expediency for a 
stationary environment. Our scheme provides better results, compared with other nonlinear reinforcement schemes. 
Furthermore, using a Breeder genetic algorithm, we are providing the optimal learning parameters for our scheme, in 
order to reach the best performance. 
Key-Words: - Reinforcement Learning, Breeder genetic algorithm, Stochastic Learning Automata. 
1 Introduction 
in the range (0, 1). In this paper we are using the P-model 
An automaton is a machine or control mechanism 
for our new reinforcement scheme. 
designed to automatically follow a predetermined 
sequence of operations or respond to encoded 
instructions. The term stochastic emphasizes the 
adaptive nature of the automaton we describe here. The 
automaton described here does not follow predetermined 
rules, but adapts to changes in its environment. This 
adaptation is the result of the learning process. Learning 
is defined as any permanent change in behaviour as a 
result of past experience, and a learning system should 
therefore have the ability to improve its behaviour with 
time, toward a final goal. 
The stochastic automaton attempts a solution of the 
problem without any information on the optimal action. 
One action is selected at random, the response from the 
environment is observed, action probabilities are updated 
based on that response, and the procedure is repeated. A 
stochastic automaton acting as described to improve its 
performance is called a learning automaton. The 
algorithm that guarantees the desired learning process is 
called a reinforcement scheme [5]. 
The response values from environment can be 
represented in three different models. In the P-model the 
response values are either 0 or 1, in the S-model the 
response values is continuous in the range (0, 1) and in 
the Q-model the values is in a finite set of discrete values 
The aim of this paper is to present a new reinforcement 
scheme with better performances compared to other 
existing schemes ([5]-[7], [15]-[17]) and further to 
optimize it using a Breeder genetic algorithm, taking into 
account the learning parameters. 
The remainder of this paper is organized as follows. In 
section 2 we present the mathematical model of a 
stochastic learning automaton with variable structure. In 
section 3 is presented present the theoretical basis of the 
absolutely expedient reinforcement schemes. A new 
reinforcement scheme is presented in section 4, and its 
optimization process using a Breeder genetic algorithm 
is detailed in section 5. Conclusions are presented in 
section 6. 
2 Mathematical model of Variable 
Structure Automaton 
Mathematical model of a stochastic automaton with 
variable structure is defined by a triple {α , c,β } where 
α ={α1 ,α 2 ,...,α r } represents a finite set of actions 
being the input to the environment, { 1 , 2} β = β β 
represents a binary response set, and c ={c1 , c2 ,..., cr } is 
a set of penalty probabilities, where ci is the probability 
ISSN: 1790-5109 273 ISBN: 978-960-474-195-3
that action i α 
RECENT ADVANCES in NEURAL NETWORKS, FUZZY SYSTEMS & EVOLUTIONARY COMPUTING 
will result in an unfavourable response. 
α (n) is an element from the set {α1 ,α 2 ,...,α r }, and 
represents the action selected by the automaton at time 
instant n (n = 0,1, 2, ...) . Given that β (n) = 0 is a 
favourable outcome and β (n) =1 is an unfavourable 
outcome at time instant n (n = 0,1, 2, ...) , the element ci 
of c is defined mathematically by: 
ci = P(β (n) =1|α (n) =α i ) i =1, 2, ..., r 
The environment can further be split up in two types, 
stationary and nonstationary. In a stationary environment 
the penalty probabilities will never change. In a 
nonstationary environment the penalties will change 
over time. In the following we will consider only 
stationary random environments. 
In order to describe the reinforcement schemes, is 
defined p(n) , a vector of action probabilities: 
pi (n) = P(α (n) =α i ), i =1, r 
Updating action probabilities can be represented as 
follows: 
p(n +1) = T[ p(n),α (n),β (n)] 
where T is a mapping. This formula says the next action 
probability p(n +1) is updated based on the current 
probability p(n) , the input from the environment 
β (n) and the resulting action α (n) . If p(n +1) is a 
linear function of p(n) , the reinforcement scheme is 
said to be linear; otherwise it is a nonlinear scheme. 
A learning automaton generates a sequence of actions on 
the basis of its interaction with the environment. If the 
automaton is “learning” in the process, its performance 
must be superior to “intuitive” methods. The evaluation 
of performances of a learning automaton requires 
definition of a quantitative norm of behavior [7]. 
We define a quantity M(n) as the average penalty for a 
given action probability vector: 
M ( n ) = P ( β 
( n ) = 1| p ( n 
)) 
= 
Σ r 
( β ( ) = 1| α ( ) = α ) ∗ ( α ( ) = α 
) = 
Σ 
( ) 
= = 
i 
i i 
r 
i 
P n n i P n i c p n 
1 1 
An automaton is absolutely expedient if the expected 
value of the average penalty at one iteration step is less 
than it was at the previous step for all steps: 
M(n +1) < M(n) for all n [8]. 
Absolutely expedient learning schemes are presently the 
only class of schemes for which necessary and sufficient 
conditions of design are available. The algorithm we will 
present in this paper is derived from a nonlinear 
absolutely expedient reinforcement scheme presented in 
[17]. 
i α 
3 Absolutely expedient reinforcement 
schemes 
The reinforcement scheme is the basis of the learning 
process for learning automata. The general solution for 
absolutely expedient schemes was found by 
Lakshmivarahan and Thathachar [11]. 
A learning automaton may send its action to multiple 
environments at the same time. In that case, the action of 
the automaton results in a vector of responses from 
environments (or “teachers”). In a stationary N-teacher 
P-model environment, if an automaton produced the 
action and the environment responses are 
j j N 
β i =1,..., at time instant n , then the vector of 
action probabilities p(n) is updated as follows [7]: 
⎤ 
( 1) ( ) 1 β φ ( ( )) 
Σ Σ 
≠ = 
= 
− ∗ ⎥⎦ 
⎡ 
⎢⎣ 
+ = + 
r 
i j j 
j 
N 
k 
k 
i i i p n 
N 
p n p n 
1 1 
⎤ 
1 1 β ψ ( ( )) (1) 
Σ Σ 
≠ = 
= 
∗ ⎥⎦ 
⎡ 
− − 
⎢⎣ 
r 
i j j 
j 
N 
k 
k 
i p n 
N 1 1 
⎤ 
⎡ 
( 1) ( ) 1 ( ( )) 
⎤ 
⎡ 
+ − 
1 1 ( ( )) 
1 
1 
p n 
N 
p n 
N 
p n p n 
j 
N 
k 
k 
i 
j 
N 
k 
k 
j j i 
β ψ 
β φ 
∗ ⎥⎦ 
⎢⎣ 
+ ∗ ⎥⎦ 
⎢⎣ 
+ = − 
Σ 
Σ 
= 
= (2) 
for all i j ≠ where the functions i φ 
and i ψ 
satisfy the 
following conditions: 
p n 
p n 
r λ 
1 = = = p n ≤ 
( ( )) 0 
( ( )) 
( ) 
... 
( ( )) 
1 
( ) 
p n 
p n 
r 
φ φ 
(3) 
p n 
p n 
r μ 
1 = = = p n ≤ 
( ( )) 0 
( ( )) 
( ) 
... 
( ( )) 
1 
( ) 
p n 
p n 
r 
ψ ψ 
(4) 
r 
Σ 
pi n j p n 
( ) + φ ( ( )) > 
0 (5) 
1 
≠ = 
j 
j i 
r 
Σ 
pi n j p n 
( ) − ψ ( ( )) < 
1 (6) 
1 
≠ = 
j 
j i 
p j (n) +ψ j ( p(n)) > 0 (7) 
p j (n) −φ j ( p(n)) <1 (8) 
for all j∈{1,..., r}  {i} 
The conditions (5)-(8) ensure that 0 < pk < 1, k = 1, r [16]. 
Theorem If the functions λ ( p(n)) and μ ( p(n)) satisfy 
the following conditions: 
λ ( p(n)) ≤ 0 
μ ( p(n)) ≤ 0 (9) 
λ ( p(n)) + μ ( p(n)) < 0 
ISSN: 1790-5109 274 ISBN: 978-960-474-195-3
RECENT ADVANCES in NEURAL NETWORKS, FUZZY SYSTEMS & EVOLUTIONARY COMPUTING 
then the automaton with the reinforcement scheme given 
in (1)-(2) is absolutely expedient in a stationary 
environment. 
The proof of this theorem can be found in [9]. 
4 A new nonlinear reinforcement 
scheme 
Because the above theorem is also valid for a single-teacher 
model, we can define a single environment 
response that is a function f of many teacher outputs. 
Thus, we can update the above algorithm as follows: 
p n p n f H n 
( + 1) = ( ) + ∗ ( − δ ∗ (1 − θ 
) * ( )) 
∗ 
p n f p n 
i i 
− − − ∗ − ∗ − − 
*[1 ( )] (1 ) ( θ ) (1 δ 
) *[1 ( )] 
i i 
p n p n f H n 
( 1) ( ) ( (1 )* ( )) 
p n f p n 
+ = − ∗ − ∗ − ∗ 
j j 
δ θ 
( ) (1 ) ( ) (1 )* ( ) 
∗ + − ∗ − ∗ − 
θ δ 
j j 
(10) 
for all j ≠ i , i.e.: 
ψ k ( p(n)) = −θ ∗ (1 −δ ) * pk (n) 
φ k ( p(n)) = −δ ∗ (1 −θ ) * H(n) ∗ pk (n) 
where learning parameters θ and δ are real values 
which satisfy: 
0 <θ < 1 and 0 <δ < 1. 
The function H is defined as: 
{ { 
⎩ ⎨ ⎧ 
p n 
( ) 
( ) min 1; max min ε 
= − 
, 
δ θ p n 
(1 ) * (1 ( )) 
∗ − − 
H n 
i 
i 
⎫ 
⎪⎬ 
; 0}} 
p n 
1 − 
( ) 
(1 )* ( ) 
, 1 ⎪⎭ 
⎞ 
⎟ ⎟ 
⎠ 
⎛ 
⎜ ⎜ 
⎝ 
− 
∗ − 
j j r 
≠ = 
j i 
j 
p n 
ε 
δ θ 
k Parameter ε φ 
is an arbitrarily small positive real number. 
Our reinforcement scheme differs from schemes given in 
[5]-[7] and [16], [17] by the definition of the functions 
H , ψ k , . 
We prove in the following that our scheme verifies all 
the conditions (3)-(9) and thus we can declare our 
scheme as an absolutely expedient reinforcement 
scheme. 
From (3) and (4) we have: 
H n p n 
(1 ) * ( ) ( ) 
φ δ θ 
p n 
( ) 
p n 
( ( )) 
( ) 
H n p n 
(1 ) * ( ) ( ( )) 
p n 
k 
k 
k 
k 
= − ∗ − = 
δ θ λ 
= 
− ∗ − ∗ 
= 
p n 
( ( )) p n 
ψ θ δ 
k θ δ μ 
* (1 ) ( ( )) 
(1 ) * ( ) 
( ) 
( ) 
p n 
p n 
p n 
k 
k 
k 
= − − = 
− ∗ − 
= 
The rest of the conditions translates to the following: 
Condition (5): 
+Σ > ⇔ 
p n p n 
( ) φ 
( ( )) 0 
i j 
j 
p n H n p n 
( ) (1 )* ( ) (1 ( )) 0 
− δ ∗ − θ 
∗ − > ⇔ 
i i 
(1 )* ( ) (1 ( )) ( ) 
δ θ 
∗ − ∗ − < ⇔ 
( ) 
(1 )*(1 ( )) 
( ) 
1 
p n 
p n 
H n 
H n p n p n 
i 
i 
i i 
r 
j i 
∗ − − 
< 
≠ = 
δ θ 
This condition is satisfied by the definition of the 
function H(n) . 
Condition (6): 
r 
−Σ < ⇔ 
p n p n 
( ) ψ 
( ( )) 1 
i j 
i j j 
1 
≠ = 
p n p n 
( ) (1 ) * (1 ( )) 1 
⇔ + θ ∗ − δ 
− < 
i i 
But pi (n) +θ ∗(1−δ )*(1− pi (n)) < pi (n) +1− pi (n) =1 
since 0 <θ <1 and 0 < δ < 1 . 
Condition (7): 
p j (n) +ψ j ( p(n)) > 0⇔ p j (n) −θ ∗ (1 −δ ) * p j (n) > 0 
for all j∈{1,..., r}  {i} 
But pj (n) −θ ∗ (1−δ ) pj (n) = pj (n) ∗ (1−θ * (1−δ )) > 0 
since 0 <θ < 1, 0 <δ < 1 and 0 < p j (n) < 1 for all 
j∈{1,..., r}{i}. 
Condition (8): 
p n p n 
j ( ) − φ 
j 
( ( )) < 1 
⇔ 
p n H n p n 
( ) δ (1 θ 
)* ( ) ( ) 1 
+ ∗ − ∗ < ⇔ 
j j 
p n 
1 − 
( ) 
(1 )* ( ) 
( ) 
p n 
H n 
j 
j 
δ ∗ −θ 
< 
for all j∈{1,..., r}  {i} 
This condition is satisfied by the definition of the 
function H(n) . 
With all conditions of the equations (1)-(2) satisfied, we 
conclude that the reinforcement scheme is a candidate 
for absolute expediency. 
Furthermore, the functions λ and μ for our nonlinear 
scheme satisfy the following: 
λ ( p(n)) = −δ ∗ (1−θ ) * H(n) ≤ 0 
μ ( p(n)) = −θ *(1−δ ) < 0 ≤ 0 
λ ( p(n)) +μ ( p(n)) < 0 
because 0 <θ <1, 0 <δ < 1 and 0 ≤ H(n) ≤1 
In conclusion, we state the algorithm given in equations 
(10) is absolutely expedient in a stationary environment. 
5 A Breeder genetic algorithm for 
reinforcement scheme optimization 
In this section is presented our approach in optimization 
of the new reinforcement scheme using genetic 
ISSN: 1790-5109 275 ISBN: 978-960-474-195-3
RECENT ADVANCES in NEURAL NETWORKS, FUZZY SYSTEMS & EVOLUTIONARY COMPUTING 
algorithms. The aim is to find optimal values for the 
leaning parameters θ and δ . 
Because parameters are real values, for this task we are 
using a Breeder genetic algorithm, in order to avoid a 
weak point of classical GAs, represented by their 
discrete representation of solutions, which implies a 
limitation of the power of the optimization process. 
The Breeder genetic algorithm, proposed by Mühlenbein 
and Schlierkamp-Voosen [18] represents solutions 
(chromosomes) as vectors of real numbers, much closer 
to the reality than normal GAs. 
The selection is achieved randomly from the T% best 
elements of current population, where T is a constant of 
the algorithm (usually, T = 40 provide best results). 
Thus, within each generation, from the T% best 
chromosomes are selected two elements, and the 
crossover operator is applied over them. On the new 
child obtained from the mate of the parents is applied the 
mutation operator. The process is repeated until are 
obtained N-1 new individuals, where N represents the 
size of the initial population. The best chromosome 
(evaluated through fitness function) is inserted in the 
new population (1-elitism). Thus, the new population 
will have also N elements. 
5.1 The Breeder genetic operators 
Let be x {x1, x2 , ..., xn} = and y {y1, y2 , ..., yn} = two 
chromosomes, where xi ∈R and yi ∈ R, i = 1, n . The 
crossover operator has a result a new chromosome, 
whose genes are represented by values 
) ( i i i i i x y x z − + = α , n i , 1 = , where i α 
is a random 
variable uniformly distributed between [−δ , 1+δ ], and 
δ depennds on the problem to be solved, typically in the 
interval [0,0.5] . 
The probability of mutation is typically choosed as 1/ n . 
The mutation scheme is given 
by xi = xi + si ⋅ ri ⋅ ai , i =1, n where: 
si ∈{−1, +1} uniform at random, 
ri is the range of variation for xi , defined as 
ri r domainxi = ⋅ , where r is a value in the range 
between 0.1 and 0.5 (typically 0.1) and domainxi is the 
domain of the variable xi and 
= −k⋅α 
ai 2 where α ∈[0,1] uniform at random and k is 
the number of bytes used to represent a number in the 
machine within is executed the Breeder algorithm 
(mutation precision). 
5.2 The Breeder genetic algorithm 
With the above definitions of the Breeder genetic 
operators, the skeleton of the Breeder genetic algorithm 
may be defined as follows: 
Procedure Breeder 
begin 
t = 0 
Randomly generate an initial population P(t) of N 
individuals 
Evaluate P(t) using the fitness function 
while (termination criterion not fulfilled) do 
for i = 1 to N-1 do 
Randomly choose two elements from the T% best 
elements of P(t) 
Apply the crossover operator 
Apply the mutation operator on the child 
Insert the result in the new population P’(t) 
end for 
Choose the best element from P(t) and insert it into 
P’(t) 
P(t+1) = P’(t) 
t = t + 1 
end while 
end 
5.3 Optimization of the new nonlinear 
reinforcement scheme 
In order to find the best values for learning parameters 
δ and θ of our reinforcement scheme, let us consider a 
simple example. Figure 1 illustrates a grid world in 
which a robot navigates. Shaded cells represent barriers. 
Fig. 1 A grid world for robot navigation 
The current position of the robot is marked by a circle. 
Navigation is done using four actions α ={N, S, E,W} , 
the actions denoting the four possible movements along 
the coordinate directions. 
The algorithm used in learning process is: 
Step 1. Choose an action, α (n) =αi based on the action 
probability vector p(n) . 
Step 2. Compute the environment response f. 
Step 3. Update action probabilities p(n) according to the 
new reinforcement scheme. 
Step 4. Go to step 1. 
ISSN: 1790-5109 276 ISBN: 978-960-474-195-3
RECENT ADVANCES in NEURAL NETWORKS, FUZZY SYSTEMS & EVOLUTIONARY COMPUTING 
Because in given situation there is a single optimal 
action, we stop the execution when the probability of the 
optimal action reaches a certain value (0.9999). As a 
performance evaluation, we count how many times the 
above algorithm is executed until the stop condition is 
achieved, and denote this in the following as “number of 
steps”. 
The data from Table 1 represents results for different 
values of θ and δ using two initial conditions where in 
first case all probabilities are initially the same and in 
second case the optimal action initially has a small 
probability value (0.0005). In the learnig process, only 
one action receives reward, the optimal action which is a 
movement to South. 
Average number of steps to reach 
popt=0.9999 
4 actions with 
pi 
(0) = 
1/ 4, 
= 
1,4 
i 
4 actions with 
(0) = 
0.0005, 
= 
0.9995/ 3 
opt 
p 
i≠opt 
p 
θ δ Number of steps Number of steps 
0.50 31.56 48.06 
0.25 23.87 60.07 
0.20 22.92 66.51 
0.15 22.27 75.29 
0.44 
0.10 21.15 96.18 
0.50 31.02 48.09 
0.25 30.94 61.05 
0.20 30.03 67.99 
0.15 29.29 77.86 
0.33 
0.10 28.80 94.28 
0.50 33.12 52.40 
0.25 39.31 66.90 
0.20 40.26 73.26 
0.15 41.98 84.28 
0.22 
0.10 42.26 100.68 
Table 1 Convergence rates for a single optimal action of 
a 4-action automaton in a stationary environment (200 
runs for each parameter set) 
Analyzing values from corresponding columns, we 
conclude that our algorithm converges to a solution 
faster than the one obtained in [17] (using other 
reinforcement scheme) when the optimal action has a 
small probability value assigned at startup (48.06 versus 
de 54.08). 
However, is difficult to find intuitively values for 
learning parameters in order to beat the best solution 
(19.51 steps as average) founded in [17] for the testing 
case when all probabilities of automaton actions are 
initially the same. 
Using the Breeder genetic algorithm, we can provide the 
optimal learning parameters for our scheme, in order to 
reach the best performance. 
Each chromosome contains two genes, representing the 
real values δ and θ . The fitness function for 
chromosomes evaluation is represented by the number of 
steps necessary by the learning process to reach a certain 
value (0.999) for the probability of the optimal action. 
In our tests, parameters of Breeder algorithm are 
assigned with following values: δ = 0 , r = 0.1, k = 8 . 
The initial population has 400 chromosomes and 
algorithm is stopped after 600 generations. 
In Table 2 are showed results provided by the Breeder 
genetic algorithm. 
Optimal values for learning parameters 
provided by the Breeder algorithm 
4 actions with 
pi 
(0) 1/ 4, 
= 
1,4 
= 
i 
4 actions with 
(0) = 
0.0005, 
= 
0.9995/ 3 
opt 
p 
i≠opt 
p 
δ 0.175798 0.477907 
θ 0.874850 0.298292 
Number of 
steps 
9.68 45.63 
Table 2 Optimal values for learning parameters provided 
by the Breeder genetic algorithm 
Comparing solutions from tables 1 and 2, we can 
conclude that Breeder genetic algorithm is capable to 
provide the best values for learning parameters, and thus 
our scheme was optimized for best performance. In both 
test cases, results obtained by the new nonlinear 
optimized scheme are significant better than those 
obtained in [16], [17]. 
6 Conclusion 
The reinforcement scheme presented in this paper satisfy 
all necessary and sufficient conditions for absolute 
expediency in a stationary environment, and the 
nonlinear algorithm based on this scheme is found to 
converge to the „optimal” action faster than nonlinear 
schemes previously defined in [5]-[7], [16], [17]. 
The learning parameters δ and θ of the new scheme are 
both situated in the interval (0,1) , making their 
adjustment more easily. 
Using a Breeder genetic algorithm, we can automatically 
find the optimal values for the learning parameters for 
the reinforcement scheme, in order to reach the best 
performance. 
This new reinforcement scheme was used within a 
simulator for an Intelligent Vehicle Control System, in a 
multi-agent approach [17]. The entire system was 
implemented in Java, and is based on JADE platform. 
In this real-time environment, the learning process must 
be much faster than the environment changes, and for 
accomplish this we need efficient reinforcement 
schemes. After evaluation, we found the new 
ISSN: 1790-5109 277 ISBN: 978-960-474-195-3
RECENT ADVANCES in NEURAL NETWORKS, FUZZY SYSTEMS & EVOLUTIONARY COMPUTING 
reinforcement scheme very suitable for applications with 
requirements for fast learning algorithms. 
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genetic algorithm, Evolutionary Computation, vol. 1, 
1994, pp. 335-360 
ISSN: 1790-5109 278 ISBN: 978-960-474-195-3

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Optimizing a New Nonlinear Reinforcement Scheme with Breeder genetic algorithm

  • 1. RECENT ADVANCES in NEURAL NETWORKS, FUZZY SYSTEMS & EVOLUTIONARY COMPUTING Optimizing a New Nonlinear Reinforcement Scheme with Breeder genetic algorithm FLORIN STOICA, DANA SIMIAN Department of Informatics “Lucian Blaga” University of Sibiu Str. Dr. Ion Ratiu 5-7, 550012, Sibiu ROMANIA florin.stoica@ulbsibiu.ro, dana.simian@ulbsibiu.ro Abstract: - Using Stochastic Learning Automata, we can build robust learning systems without the complete knowledge of their environments. A Stochastic Learning Automaton is a learning entity that learns the optimal action to use from its set of possible actions. The algorithm that guarantees the desired learning process is called a reinforcement scheme. A major advantage of reinforcement learning compared to other learning approaches is that it requires no information about the environment except for the reinforcement signal. The drawback is that a reinforcement learning system is slower than other approaches for most applications since every action needs to be tested a number of times for a good performance. In our approach, the learning process must be much faster than the environment changes, and for accomplish this we need efficient reinforcement schemes. The aim of this paper is to present a reinforcement scheme which satisfies all necessary and sufficient conditions for absolute expediency for a stationary environment. Our scheme provides better results, compared with other nonlinear reinforcement schemes. Furthermore, using a Breeder genetic algorithm, we are providing the optimal learning parameters for our scheme, in order to reach the best performance. Key-Words: - Reinforcement Learning, Breeder genetic algorithm, Stochastic Learning Automata. 1 Introduction in the range (0, 1). In this paper we are using the P-model An automaton is a machine or control mechanism for our new reinforcement scheme. designed to automatically follow a predetermined sequence of operations or respond to encoded instructions. The term stochastic emphasizes the adaptive nature of the automaton we describe here. The automaton described here does not follow predetermined rules, but adapts to changes in its environment. This adaptation is the result of the learning process. Learning is defined as any permanent change in behaviour as a result of past experience, and a learning system should therefore have the ability to improve its behaviour with time, toward a final goal. The stochastic automaton attempts a solution of the problem without any information on the optimal action. One action is selected at random, the response from the environment is observed, action probabilities are updated based on that response, and the procedure is repeated. A stochastic automaton acting as described to improve its performance is called a learning automaton. The algorithm that guarantees the desired learning process is called a reinforcement scheme [5]. The response values from environment can be represented in three different models. In the P-model the response values are either 0 or 1, in the S-model the response values is continuous in the range (0, 1) and in the Q-model the values is in a finite set of discrete values The aim of this paper is to present a new reinforcement scheme with better performances compared to other existing schemes ([5]-[7], [15]-[17]) and further to optimize it using a Breeder genetic algorithm, taking into account the learning parameters. The remainder of this paper is organized as follows. In section 2 we present the mathematical model of a stochastic learning automaton with variable structure. In section 3 is presented present the theoretical basis of the absolutely expedient reinforcement schemes. A new reinforcement scheme is presented in section 4, and its optimization process using a Breeder genetic algorithm is detailed in section 5. Conclusions are presented in section 6. 2 Mathematical model of Variable Structure Automaton Mathematical model of a stochastic automaton with variable structure is defined by a triple {α , c,β } where α ={α1 ,α 2 ,...,α r } represents a finite set of actions being the input to the environment, { 1 , 2} β = β β represents a binary response set, and c ={c1 , c2 ,..., cr } is a set of penalty probabilities, where ci is the probability ISSN: 1790-5109 273 ISBN: 978-960-474-195-3
  • 2. that action i α RECENT ADVANCES in NEURAL NETWORKS, FUZZY SYSTEMS & EVOLUTIONARY COMPUTING will result in an unfavourable response. α (n) is an element from the set {α1 ,α 2 ,...,α r }, and represents the action selected by the automaton at time instant n (n = 0,1, 2, ...) . Given that β (n) = 0 is a favourable outcome and β (n) =1 is an unfavourable outcome at time instant n (n = 0,1, 2, ...) , the element ci of c is defined mathematically by: ci = P(β (n) =1|α (n) =α i ) i =1, 2, ..., r The environment can further be split up in two types, stationary and nonstationary. In a stationary environment the penalty probabilities will never change. In a nonstationary environment the penalties will change over time. In the following we will consider only stationary random environments. In order to describe the reinforcement schemes, is defined p(n) , a vector of action probabilities: pi (n) = P(α (n) =α i ), i =1, r Updating action probabilities can be represented as follows: p(n +1) = T[ p(n),α (n),β (n)] where T is a mapping. This formula says the next action probability p(n +1) is updated based on the current probability p(n) , the input from the environment β (n) and the resulting action α (n) . If p(n +1) is a linear function of p(n) , the reinforcement scheme is said to be linear; otherwise it is a nonlinear scheme. A learning automaton generates a sequence of actions on the basis of its interaction with the environment. If the automaton is “learning” in the process, its performance must be superior to “intuitive” methods. The evaluation of performances of a learning automaton requires definition of a quantitative norm of behavior [7]. We define a quantity M(n) as the average penalty for a given action probability vector: M ( n ) = P ( β ( n ) = 1| p ( n )) = Σ r ( β ( ) = 1| α ( ) = α ) ∗ ( α ( ) = α ) = Σ ( ) = = i i i r i P n n i P n i c p n 1 1 An automaton is absolutely expedient if the expected value of the average penalty at one iteration step is less than it was at the previous step for all steps: M(n +1) < M(n) for all n [8]. Absolutely expedient learning schemes are presently the only class of schemes for which necessary and sufficient conditions of design are available. The algorithm we will present in this paper is derived from a nonlinear absolutely expedient reinforcement scheme presented in [17]. i α 3 Absolutely expedient reinforcement schemes The reinforcement scheme is the basis of the learning process for learning automata. The general solution for absolutely expedient schemes was found by Lakshmivarahan and Thathachar [11]. A learning automaton may send its action to multiple environments at the same time. In that case, the action of the automaton results in a vector of responses from environments (or “teachers”). In a stationary N-teacher P-model environment, if an automaton produced the action and the environment responses are j j N β i =1,..., at time instant n , then the vector of action probabilities p(n) is updated as follows [7]: ⎤ ( 1) ( ) 1 β φ ( ( )) Σ Σ ≠ = = − ∗ ⎥⎦ ⎡ ⎢⎣ + = + r i j j j N k k i i i p n N p n p n 1 1 ⎤ 1 1 β ψ ( ( )) (1) Σ Σ ≠ = = ∗ ⎥⎦ ⎡ − − ⎢⎣ r i j j j N k k i p n N 1 1 ⎤ ⎡ ( 1) ( ) 1 ( ( )) ⎤ ⎡ + − 1 1 ( ( )) 1 1 p n N p n N p n p n j N k k i j N k k j j i β ψ β φ ∗ ⎥⎦ ⎢⎣ + ∗ ⎥⎦ ⎢⎣ + = − Σ Σ = = (2) for all i j ≠ where the functions i φ and i ψ satisfy the following conditions: p n p n r λ 1 = = = p n ≤ ( ( )) 0 ( ( )) ( ) ... ( ( )) 1 ( ) p n p n r φ φ (3) p n p n r μ 1 = = = p n ≤ ( ( )) 0 ( ( )) ( ) ... ( ( )) 1 ( ) p n p n r ψ ψ (4) r Σ pi n j p n ( ) + φ ( ( )) > 0 (5) 1 ≠ = j j i r Σ pi n j p n ( ) − ψ ( ( )) < 1 (6) 1 ≠ = j j i p j (n) +ψ j ( p(n)) > 0 (7) p j (n) −φ j ( p(n)) <1 (8) for all j∈{1,..., r} {i} The conditions (5)-(8) ensure that 0 < pk < 1, k = 1, r [16]. Theorem If the functions λ ( p(n)) and μ ( p(n)) satisfy the following conditions: λ ( p(n)) ≤ 0 μ ( p(n)) ≤ 0 (9) λ ( p(n)) + μ ( p(n)) < 0 ISSN: 1790-5109 274 ISBN: 978-960-474-195-3
  • 3. RECENT ADVANCES in NEURAL NETWORKS, FUZZY SYSTEMS & EVOLUTIONARY COMPUTING then the automaton with the reinforcement scheme given in (1)-(2) is absolutely expedient in a stationary environment. The proof of this theorem can be found in [9]. 4 A new nonlinear reinforcement scheme Because the above theorem is also valid for a single-teacher model, we can define a single environment response that is a function f of many teacher outputs. Thus, we can update the above algorithm as follows: p n p n f H n ( + 1) = ( ) + ∗ ( − δ ∗ (1 − θ ) * ( )) ∗ p n f p n i i − − − ∗ − ∗ − − *[1 ( )] (1 ) ( θ ) (1 δ ) *[1 ( )] i i p n p n f H n ( 1) ( ) ( (1 )* ( )) p n f p n + = − ∗ − ∗ − ∗ j j δ θ ( ) (1 ) ( ) (1 )* ( ) ∗ + − ∗ − ∗ − θ δ j j (10) for all j ≠ i , i.e.: ψ k ( p(n)) = −θ ∗ (1 −δ ) * pk (n) φ k ( p(n)) = −δ ∗ (1 −θ ) * H(n) ∗ pk (n) where learning parameters θ and δ are real values which satisfy: 0 <θ < 1 and 0 <δ < 1. The function H is defined as: { { ⎩ ⎨ ⎧ p n ( ) ( ) min 1; max min ε = − , δ θ p n (1 ) * (1 ( )) ∗ − − H n i i ⎫ ⎪⎬ ; 0}} p n 1 − ( ) (1 )* ( ) , 1 ⎪⎭ ⎞ ⎟ ⎟ ⎠ ⎛ ⎜ ⎜ ⎝ − ∗ − j j r ≠ = j i j p n ε δ θ k Parameter ε φ is an arbitrarily small positive real number. Our reinforcement scheme differs from schemes given in [5]-[7] and [16], [17] by the definition of the functions H , ψ k , . We prove in the following that our scheme verifies all the conditions (3)-(9) and thus we can declare our scheme as an absolutely expedient reinforcement scheme. From (3) and (4) we have: H n p n (1 ) * ( ) ( ) φ δ θ p n ( ) p n ( ( )) ( ) H n p n (1 ) * ( ) ( ( )) p n k k k k = − ∗ − = δ θ λ = − ∗ − ∗ = p n ( ( )) p n ψ θ δ k θ δ μ * (1 ) ( ( )) (1 ) * ( ) ( ) ( ) p n p n p n k k k = − − = − ∗ − = The rest of the conditions translates to the following: Condition (5): +Σ > ⇔ p n p n ( ) φ ( ( )) 0 i j j p n H n p n ( ) (1 )* ( ) (1 ( )) 0 − δ ∗ − θ ∗ − > ⇔ i i (1 )* ( ) (1 ( )) ( ) δ θ ∗ − ∗ − < ⇔ ( ) (1 )*(1 ( )) ( ) 1 p n p n H n H n p n p n i i i i r j i ∗ − − < ≠ = δ θ This condition is satisfied by the definition of the function H(n) . Condition (6): r −Σ < ⇔ p n p n ( ) ψ ( ( )) 1 i j i j j 1 ≠ = p n p n ( ) (1 ) * (1 ( )) 1 ⇔ + θ ∗ − δ − < i i But pi (n) +θ ∗(1−δ )*(1− pi (n)) < pi (n) +1− pi (n) =1 since 0 <θ <1 and 0 < δ < 1 . Condition (7): p j (n) +ψ j ( p(n)) > 0⇔ p j (n) −θ ∗ (1 −δ ) * p j (n) > 0 for all j∈{1,..., r} {i} But pj (n) −θ ∗ (1−δ ) pj (n) = pj (n) ∗ (1−θ * (1−δ )) > 0 since 0 <θ < 1, 0 <δ < 1 and 0 < p j (n) < 1 for all j∈{1,..., r}{i}. Condition (8): p n p n j ( ) − φ j ( ( )) < 1 ⇔ p n H n p n ( ) δ (1 θ )* ( ) ( ) 1 + ∗ − ∗ < ⇔ j j p n 1 − ( ) (1 )* ( ) ( ) p n H n j j δ ∗ −θ < for all j∈{1,..., r} {i} This condition is satisfied by the definition of the function H(n) . With all conditions of the equations (1)-(2) satisfied, we conclude that the reinforcement scheme is a candidate for absolute expediency. Furthermore, the functions λ and μ for our nonlinear scheme satisfy the following: λ ( p(n)) = −δ ∗ (1−θ ) * H(n) ≤ 0 μ ( p(n)) = −θ *(1−δ ) < 0 ≤ 0 λ ( p(n)) +μ ( p(n)) < 0 because 0 <θ <1, 0 <δ < 1 and 0 ≤ H(n) ≤1 In conclusion, we state the algorithm given in equations (10) is absolutely expedient in a stationary environment. 5 A Breeder genetic algorithm for reinforcement scheme optimization In this section is presented our approach in optimization of the new reinforcement scheme using genetic ISSN: 1790-5109 275 ISBN: 978-960-474-195-3
  • 4. RECENT ADVANCES in NEURAL NETWORKS, FUZZY SYSTEMS & EVOLUTIONARY COMPUTING algorithms. The aim is to find optimal values for the leaning parameters θ and δ . Because parameters are real values, for this task we are using a Breeder genetic algorithm, in order to avoid a weak point of classical GAs, represented by their discrete representation of solutions, which implies a limitation of the power of the optimization process. The Breeder genetic algorithm, proposed by Mühlenbein and Schlierkamp-Voosen [18] represents solutions (chromosomes) as vectors of real numbers, much closer to the reality than normal GAs. The selection is achieved randomly from the T% best elements of current population, where T is a constant of the algorithm (usually, T = 40 provide best results). Thus, within each generation, from the T% best chromosomes are selected two elements, and the crossover operator is applied over them. On the new child obtained from the mate of the parents is applied the mutation operator. The process is repeated until are obtained N-1 new individuals, where N represents the size of the initial population. The best chromosome (evaluated through fitness function) is inserted in the new population (1-elitism). Thus, the new population will have also N elements. 5.1 The Breeder genetic operators Let be x {x1, x2 , ..., xn} = and y {y1, y2 , ..., yn} = two chromosomes, where xi ∈R and yi ∈ R, i = 1, n . The crossover operator has a result a new chromosome, whose genes are represented by values ) ( i i i i i x y x z − + = α , n i , 1 = , where i α is a random variable uniformly distributed between [−δ , 1+δ ], and δ depennds on the problem to be solved, typically in the interval [0,0.5] . The probability of mutation is typically choosed as 1/ n . The mutation scheme is given by xi = xi + si ⋅ ri ⋅ ai , i =1, n where: si ∈{−1, +1} uniform at random, ri is the range of variation for xi , defined as ri r domainxi = ⋅ , where r is a value in the range between 0.1 and 0.5 (typically 0.1) and domainxi is the domain of the variable xi and = −k⋅α ai 2 where α ∈[0,1] uniform at random and k is the number of bytes used to represent a number in the machine within is executed the Breeder algorithm (mutation precision). 5.2 The Breeder genetic algorithm With the above definitions of the Breeder genetic operators, the skeleton of the Breeder genetic algorithm may be defined as follows: Procedure Breeder begin t = 0 Randomly generate an initial population P(t) of N individuals Evaluate P(t) using the fitness function while (termination criterion not fulfilled) do for i = 1 to N-1 do Randomly choose two elements from the T% best elements of P(t) Apply the crossover operator Apply the mutation operator on the child Insert the result in the new population P’(t) end for Choose the best element from P(t) and insert it into P’(t) P(t+1) = P’(t) t = t + 1 end while end 5.3 Optimization of the new nonlinear reinforcement scheme In order to find the best values for learning parameters δ and θ of our reinforcement scheme, let us consider a simple example. Figure 1 illustrates a grid world in which a robot navigates. Shaded cells represent barriers. Fig. 1 A grid world for robot navigation The current position of the robot is marked by a circle. Navigation is done using four actions α ={N, S, E,W} , the actions denoting the four possible movements along the coordinate directions. The algorithm used in learning process is: Step 1. Choose an action, α (n) =αi based on the action probability vector p(n) . Step 2. Compute the environment response f. Step 3. Update action probabilities p(n) according to the new reinforcement scheme. Step 4. Go to step 1. ISSN: 1790-5109 276 ISBN: 978-960-474-195-3
  • 5. RECENT ADVANCES in NEURAL NETWORKS, FUZZY SYSTEMS & EVOLUTIONARY COMPUTING Because in given situation there is a single optimal action, we stop the execution when the probability of the optimal action reaches a certain value (0.9999). As a performance evaluation, we count how many times the above algorithm is executed until the stop condition is achieved, and denote this in the following as “number of steps”. The data from Table 1 represents results for different values of θ and δ using two initial conditions where in first case all probabilities are initially the same and in second case the optimal action initially has a small probability value (0.0005). In the learnig process, only one action receives reward, the optimal action which is a movement to South. Average number of steps to reach popt=0.9999 4 actions with pi (0) = 1/ 4, = 1,4 i 4 actions with (0) = 0.0005, = 0.9995/ 3 opt p i≠opt p θ δ Number of steps Number of steps 0.50 31.56 48.06 0.25 23.87 60.07 0.20 22.92 66.51 0.15 22.27 75.29 0.44 0.10 21.15 96.18 0.50 31.02 48.09 0.25 30.94 61.05 0.20 30.03 67.99 0.15 29.29 77.86 0.33 0.10 28.80 94.28 0.50 33.12 52.40 0.25 39.31 66.90 0.20 40.26 73.26 0.15 41.98 84.28 0.22 0.10 42.26 100.68 Table 1 Convergence rates for a single optimal action of a 4-action automaton in a stationary environment (200 runs for each parameter set) Analyzing values from corresponding columns, we conclude that our algorithm converges to a solution faster than the one obtained in [17] (using other reinforcement scheme) when the optimal action has a small probability value assigned at startup (48.06 versus de 54.08). However, is difficult to find intuitively values for learning parameters in order to beat the best solution (19.51 steps as average) founded in [17] for the testing case when all probabilities of automaton actions are initially the same. Using the Breeder genetic algorithm, we can provide the optimal learning parameters for our scheme, in order to reach the best performance. Each chromosome contains two genes, representing the real values δ and θ . The fitness function for chromosomes evaluation is represented by the number of steps necessary by the learning process to reach a certain value (0.999) for the probability of the optimal action. In our tests, parameters of Breeder algorithm are assigned with following values: δ = 0 , r = 0.1, k = 8 . The initial population has 400 chromosomes and algorithm is stopped after 600 generations. In Table 2 are showed results provided by the Breeder genetic algorithm. Optimal values for learning parameters provided by the Breeder algorithm 4 actions with pi (0) 1/ 4, = 1,4 = i 4 actions with (0) = 0.0005, = 0.9995/ 3 opt p i≠opt p δ 0.175798 0.477907 θ 0.874850 0.298292 Number of steps 9.68 45.63 Table 2 Optimal values for learning parameters provided by the Breeder genetic algorithm Comparing solutions from tables 1 and 2, we can conclude that Breeder genetic algorithm is capable to provide the best values for learning parameters, and thus our scheme was optimized for best performance. In both test cases, results obtained by the new nonlinear optimized scheme are significant better than those obtained in [16], [17]. 6 Conclusion The reinforcement scheme presented in this paper satisfy all necessary and sufficient conditions for absolute expediency in a stationary environment, and the nonlinear algorithm based on this scheme is found to converge to the „optimal” action faster than nonlinear schemes previously defined in [5]-[7], [16], [17]. The learning parameters δ and θ of the new scheme are both situated in the interval (0,1) , making their adjustment more easily. Using a Breeder genetic algorithm, we can automatically find the optimal values for the learning parameters for the reinforcement scheme, in order to reach the best performance. This new reinforcement scheme was used within a simulator for an Intelligent Vehicle Control System, in a multi-agent approach [17]. The entire system was implemented in Java, and is based on JADE platform. In this real-time environment, the learning process must be much faster than the environment changes, and for accomplish this we need efficient reinforcement schemes. After evaluation, we found the new ISSN: 1790-5109 277 ISBN: 978-960-474-195-3
  • 6. RECENT ADVANCES in NEURAL NETWORKS, FUZZY SYSTEMS & EVOLUTIONARY COMPUTING reinforcement scheme very suitable for applications with requirements for fast learning algorithms. References: [1] A. Barto, S. Mahadevan, Recent advances in hierarchical reinforcement learning, Discrete-Event Systems journal, Special issue on Reinforcement Learning, 2003. [2] R. Sutton, A. Barto, Reinforcement learning: An introduction, MIT-press, Cambridge, MA, 1998. [3] O. Buffet, A. Dutech, and F. Charpillet. Incremental reinforcement learning for designing multi-agent systems, In J. P. Müller, E. Andre, S. Sen, and C. Frasson, editors, Proceedings of the Fifth International Conference onAutonomous Agents, pp. 31–32,Montreal, Canada, 2001. ACM Press. [4] J. Moody, Y. Liu, M. Saffell, and K. Youn. Stochastic direct reinforcement: Application to simple games with recurrence, In Proceedings of Artificial Multiagent Learning. Papers from the 2004 AAAI Fall Symposium,Technical Report FS-04-02.. [5] C. Ünsal, P. Kachroo, J. S. Bay, Simulation Study of Learning Automata Games in Automated Highway Systems, 1st IEEE Conference on Intelligent Transportation Systems (ITSC’97), Boston, Massachusetts, Nov. 9-12, 1997 [6] C. Ünsal, P. Kachroo, J. S. Bay, Simulation Study of Multiple Intelligent Vehicle Control using Stochastic Learning Automata, TRANSACTIONS, the Quarterly Archival Journal of the Society for Computer Simulation International, volume 14, number 4, December 1997. [7] C. Ünsal, P. Kachroo, J. S. Bay, Multiple Stochastic Learning Automata for Vehicle Path Control in an Automated Highway System, IEEE Transactions on Systems, Man, and Cybernetics -part A: systems and humans, vol. 29, no. 1, 1999 [8] K. S. Narendra, M. A. L. Thathachar, Learning Automata: an introduction, Prentice-Hall, 1989. [9]N. Baba, New Topics in Learning Automata: Theory and Applications, Lecture Notes in Control and Information Sciences Berlin, Germany: Springer-Verlag, 1984. [10] M. Dorigo, Introduction to the Special Issue on Learning Autonomous Robots, IEEE Trans. on Systems, Man and Cybernetics - part B, Vol. 26, No. 3, 1996, 361-364,. [11] S. Lakshmivarahan, M.A.L. Thathachar, Absolutely Expedient Learning Algorithms for Stochastic Automata, IEEE Transactions on Systems, Man and Cybernetics, vol. SMC-6, 1973, pp. 281-286 [12] K. S. Narendra, M. A. L. Thathachar, Learning Automata: an introduction, Prentice-Hall, 1989 [13] C. Rivero, Characterization of the absolutely expedient learning algorithms for stochastic automata in a non-discrete space of actions, ESANN'2003 proceedings - European Symposium on Artificial Neural Networks Bruges (Belgium), 2003, pp. 307-312 [14] K.P. Topon, I. Hitoshi, Reinforcement Learning Estimation of Distribution Algorithm, Proceedings of the Genetic and Evolutionary Computation Conference 2003 (GECCO2003) [15] F. Stoica, D. Simian, Automatic control based on Wasp Behavioral Model and Stochastic Learning Automata. Mathematics and Computers in Science and Engineering Series, Proceedings of 10th WSEAS Int. Conf. On Mathematical Methods, Computational Techniques and Intelligent Systems (MAMECTIS '08), Corfu 2008, 2008, WSEAS Press pp. 289-295 [16] F. Stoica, E. M. Popa, An Absolutely Expedient Learning Algorithm for Stochastic Automata, WSEAS Transactions on Computers, Issue 2, Volume 6, 2007 , pp. 229-235. [17] F. Stoica, E. M. Popa, I. Pah, A new reinforcement scheme for stochastic learning automata – Application to Automatic Control, Proceedings of the International Conference on e-Business, 2008, Porto, Portugal [18] H. Mühlenbein, D. Schlierkamp-Voosen, The science of breeding and its application to the breeder genetic algorithm, Evolutionary Computation, vol. 1, 1994, pp. 335-360 ISSN: 1790-5109 278 ISBN: 978-960-474-195-3