Title: Reinforcement Learning
1Reinforcement Learning
- Introduction
- Presented by
- Alp Sardag
2Supervised vs Unsupervised Learning
- Any Situation in which both the inputs and
outputs of a component - can be perceived is called Supervised Learning.
- Learning when there is no hint at all about
correct outputs is called - Unsupervised Learning. The agent receives some
evaluation of its action - but is not told the correct action.
3Sequential Decision Problems
- In single decision problems, the utility of each
actions outcome is well known.
Aj1
Uj1
Aj2
Uj2
Choose next action with Max(U)
Ajn
Uj3
4Sequential Decision Problems
- Sequential decision problems, the agents utility
depends on a sequence of actions. - The difference is what is returned is not a
single action but rather a policy- arrived at by
calculating the utilities for each state.
5Example
The available actions (A) North, South, East
and West P(IE A) 0.8 P(IE A) 0.2 IE
? Intended Action
- Terminal States The environment terminates when
the agent reaches one of the states marked 1 or
1. - Model Set of probabilites associated with the
possible transitions between states after any
given action. The notation Maij means the
probability of reaching State j if action A is
done in State i. (Accessible environment MDP
next state depends current state and action.)
6Model
Obtained by simulation
7Example
- There is no utility for the states other than the
terminal states (T). - We have to base the utility function on a
sequence of states rather than on a single state.
E.g. Uex(s1,...,sn) -1/25 n U(T) - To select the next action Consider sequences as
one long action and apply the basic maximum
expected utility principle to sequences. - Max(EU(AI)) Max(?Maij Uj)
- Result The first action of the optimal sequence.
8Drawback
- Consider the action sequence starting from state
(3,2) North,East. - Than it will be better to calculate utilitiy
function for each state.
9VALUE ITERATION
- The basic idea is to calculate the utility of
each state, U(state), and then use the state
utilities to select an optimal action in each
state. - Policy A complete mapping from states to
actions. - H(state,policy) History tree starting from the
state and taking action according to policy. - U(i) ? EU(H(i,policy)M) ?
- ?P(H(i,policy)M)Uh(H(i,policy)))
10The Property of Utility Function
- For a utility function on states (U) to make
sense, we require that the utility function on
histories (Uh) have the property of seperability. - Uh(s0,s1,...,sn) f(s0,Uh(s1,...,sn)
- The siplest form of seperable utility funciton is
additive. - Uh(s0,s1,...,sn) R(s0) Uh(s1,...,sn)
- where R is called the Reward function.
- Notice Additivity was implicit in our use of
path cost functions in heuristic search
algorithms. The sum of the utilities from that
state until the terminal state is reached.
11Refreshing
- We have to base the utility function on a
sequence of states rather than on a single state.
E.g. Uex(s1,...,sn) -1/25 n U(T) - In that case R(si) -1/25 for non terminal
states , 1 for state (4,3) and 1 for state
(4,2).
12Utility of States
- Given a separable utility function Uh , the
utility of a state can be expressed in terms of
the utility of its succesors. - U(i) R(i) maxa ?jMaijU(j)
- The above equation is the basis for dynamic
programming.
13Dynamic Programming
- There are two approaches.
- The first approach starts by calculating
utilities of all states at step n-1 in terms of
utilites of the terminal states than at step n-2
, so on... - The second approach approximates the utilities of
states to any degree of accuracv using an
iterative procedure. This is used because in most
decision problem the environment histories are
potentially of unbounded length.
14Algorithm
- Function DP (M , R ) Returns Utility Function
- Begin
- // Initialization
- U R U R
- Repeat
- U U
- For Each State i do
- Ui Ri maxa ?jMaijU(j)
- end
- Until U-U lt ?
- End
15Policy
- Policy Function
- policy(i) maxa ?jMaijU(j)
16Reinforcement Learning
- The task is to use rewards and punishments to
learn a succesfull agent function (policy) - Diffucult, the agent never told what the right
actions, nor which reward for which action. The
agent starts with no model and no utility
function. - In many complex domain, RL is the only feasible
way to train a program to perform at high levels.
17Example An agent learning to play chess
- Supervised learning very hard for the teacher
from large number of positions to choose accurate
ones to train directly from examples. - In RL the program told when it has won or lost,
and can use this information to learn an
evaluation function.
18Two Basic Designs
- The agent learns a utility function on states (or
histories) and uses it to select actions that
maximizes the expected utility of their outcomes. - The agent learns an action-value function giving
the expected utility of taking a given action in
a given state. This is called Q-learning. The
agent not interested with the outcome of its
action.
19Active Passive Learner
- A passive learner simply watches the world going
by, and tries to learn utility of being in
various states. - An active learner must also act using learned
information and use its problem generator to
suggest explorations of unknown portions of the
environment.
20Comparison of Basic Designs
- The policy for an agent that learns a utility
function on states is - policy(i) maxa ?jMaijU(j)
- Te policy for an agent that learns an
action-value function is - policy(i) maxa Q(a,i)
21Passive Learning
.5
(a)Simple Stocastic Environment
(b)Mij is provided in PL, Maij is provided in AL
(c)The exact utility values
22Calculation of Utility on States for PL
- Dynamic Programming (ADP)
- U(i) ? R(i) ?jMijU(j)
- Because the agent is passive, no maximization
over action. - Temporal Difference Learning
- U(i) ? U(i)?(R(i)U(j)-U(i))
- where ? is the learning rate. This suggest
U(i) agree with its successor.
23Comparison of ADP TD
- ADP will converge faster than TD, ADP knows
current environment model. - ADP use the full model, TD uses no model, just
information about connectedness of states, from
the current training sequence. - TD adjusts a state to agree with its observed
successor whereas ADP adjusts the state to agree
with all successor. But this difference will
disappear when the effects of TD adjustments are
averaged over a large number of transitions. - Full ADP may be intractable when the number of
states is large. Prioritized-sweeping heuristic
prefers to make adjustement to states whose
likely successor have just undergone a large
adjustment in their own utility.
24Calculation of Utility on States for AL
- Dynamic Programming (ADP)
- U(i) ? R(i) maxa ?jMaijU(j)
- Temporal Difference Learning
- U(i) ? U(i)?(R(i)U(j)-U(i))
25Problem of Exploration in AL
- An active learner act using the learned
information, and can use its problem generator to
suggest explorations of unknown portions of the
environment. - Trade-off between immediate good and long-term
well-being. - One idea To change the constraint equation so
that it assigns a higher utility estimate to
relatively unexplored action-state pairs.
U(i) ? R(i) maxa F(?jMaijU(j),N(a,i)) where
F(u,n)
26Learning an Action-Value Function
- The function assigns an expected utility to
taking a given action in a given state. Q(a,i)
expected utility to taking action a in state i. - Like condition-action rules, they suffice for
decision making. - Unlike the condition-action rules, they can be
learned directly from reward feedback.
27Calculation of Action-Value Function
- Dynamic Programming
- Q(a,i) ? R(i) ?jMaij maxa Q(a,j)
- Temporal Difference Learning
- Q(a,i) ? Q(a,i) ?(R(i) maxaQ(a,j) - Q(a,i))
- where ? is the learning rate.
28Question The Answer that Refused to be Found
- Is it better to learn a utility function or to
learn an action-value function?