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                  <mods:namePart>Furelos Blanco, Daniel</mods:namePart>
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                  <mods:namePart>Law, Mark</mods:namePart>
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                  <mods:namePart>Jonsson, Anders</mods:namePart>
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                  <mods:namePart>Broda, Krysia</mods:namePart>
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                  <mods:namePart>Russo, Alessandra</mods:namePart>
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               <mods:abstract>Reward machines (RMs) are a recent formalism for representing the reward function of a reinforcement learning task through a finite-state machine whose edges encode subgoals of the task using high-level events. The structure of RMs enables the decomposition of a task into simpler and independently solvable subtasks that help tackle longhorizon and/or sparse reward tasks. We propose a formalism for further abstracting the subtask structure by endowing an RM with the ability to call other RMs, thus composing a hierarchy of RMs (HRM). We exploit HRMs by treating each call to an RM as an independently solvable subtask using the options framework, and describe a curriculum-based method to learn HRMs from traces observed by the agent. Our experiments reveal that exploiting a handcrafted HRM leads to faster convergence than with a flat HRM, and that learning an HRM is feasible in cases where its equivalent flat representation is not.Anders Jonsson is partially funded by TAILOR, AGAUR SGR and Spanish grant PID2019-108141GB-I00</mods:abstract>
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                  <mods:topic>Hierarchies</mods:topic>
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                  <mods:title>Hierarchies of reward machines</mods:title>
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