Hierarchical State Generation for RL Agent Learning

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Solution Overview

Problem

Virtual environments face challenges in efficiently identifying and implementing hierarchical states that balance generalizability with computational efficiency, as narrowly considering subsequent states/actions reduces options while broadly considering them becomes computationally burdensome.

Innovation Solution

A method and apparatus that receive inputs from agent interactions in a virtual environment, identify state sequences, and generate hierarchical states with associated actions, setting transition values based on value combinations and maximum values to optimize transitions and reduce computational burden.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If broadly considering subsequent states/actions in a virtual environment, then generalizability of options discovered is improved, but computational burden increases

Engineering Contradiction:
Improvegeneralizability of optionsVSAvoidcomputational burden
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by stationary object

Solution Approach 1:

The patent segments the state space by introducing hierarchical states that group multiple primitive states into higher-level abstractions. This segmentation allows the agent to reason about groups of states rather than individual states, improving generalizability while reducing computational burden by operating at multiple levels of abstraction simultaneously.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent adds a hierarchical dimension to the state representation, transforming a flat state space into a multi-level hierarchy. This dimensional change enables the system to capture general patterns across multiple primitive states while maintaining computational efficiency by processing information at appropriate hierarchical levels.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Productivity

If narrowly considering subsequent states/actions in a virtual environment, then computational efficiency is improved, but generalizability of options discovered deteriorates

Engineering Contradiction:
Improvecomputational efficiencyVSAvoidgeneralizability of options
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

By segmenting the state space into hierarchical levels, the system can focus computational resources on salient higher-level states while implicitly capturing patterns across multiple primitive states. This segmentation maintains computational efficiency by reducing the effective state space size while preserving generalizability through hierarchical abstractions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The hierarchical dimension enables the system to achieve computational efficiency by operating at higher levels of abstraction where state transitions are more general, while still maintaining the ability to reason about specific primitive states when needed, thus balancing efficiency and generalizability.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentUS20240028948A1Systems and methods for efficiently implementing hierarchial states in machine learning models using reinforcement learning
Publication Date: 2024.01.25 SUBSTRATE ARTIFICIAL INTELLIGENCE SA
  • US20240028948A1 patent drawing
  • US20240028948A1 patent drawing
  • US20240028948A1 patent drawing

AI summary

Reinforcement learning can be applied to generate hierarchical states. Inputs associated with interactions of an agent with an environment are received, where interactions include states and actions that cause state changes. An indication of a target state to achieve is received. A sequence including a first, second, and third state is identified, where the agent can perform a first action to transition from the first to second state, and a second action to transition from the second state to the third state. A hierarchical state can be generated, where a third action transitions from the first state to the hierarchical state, and a fourth action transactions from the hierarchical state to the third state.