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Lirong Xia

Reinforcement Learning (1). Lirong Xia. Tue, March 18, 2014. Reminder. Midterm mean 82/99 Problem 5 (b) 2 has 8 points now your grade on LMS Project 2 due/Project 3 out on this Friday. Last time . Markov decision processes Computing the optimal policy value iteration

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Lirong Xia

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  1. Reinforcement Learning (1) Lirong Xia Tue, March 18, 2014

  2. Reminder • Midterm • mean 82/99 • Problem 5 (b) 2 has 8 points now • your grade on LMS • Project 2 due/Project 3 out on this Friday

  3. Last time • Markov decision processes • Computing the optimal policy • value iteration • policy iteration

  4. Grid World • The agent lives in a grid • Walls block the agent’s path • The agent’s actions do not always go as planned: • 80% of the time, the action North takes the agent North (if there is no wall there) • 10% of the time, North takes the agent West; 10% East • If there is a wall in the direction the agent would have taken, the agent stays for this turn • Small “living” reward each step • Big rewards come at the end • Goal: maximize sum of reward

  5. Markov Decision Processes • An MDP is defined by: • A set of statess∈S • A set of actionsa∈A • A transition function T(s,a,s’) • Prob that a from s leads to s’ • i.e., p(s’|s,a) • sometimes called the model • A reward function R(s, a, s’) • Sometimes just R(s) or R(s’) • A start state (or distribution) • Maybe a terminal state • MDPs are a family of nondeterministic search problems • Reinforcement learning (next class): MDPs where we don’t know the transition or reward functions

  6. Recap: Defining MDPs • Markov decision processes: • States S • Start state s0 • Actions A • Transition p(s’|s,a) (or T(s,a,s’)) • Reward R(s,a,s’) (and discount ϒ) • MDP quantities so far: • Policy = Choice of action for each (MAX) state • Utility (or return) = sum of discounted rewards

  7. Optimal Utilities • Fundamental operation: compute the values (optimal expectimax utilities) of states s • Define the value of a state s: • V*(s) = expected utility starting in s and acting optimally • Define the value of a Q-state (s,a): • Q*(s,a) = expected utility starting in s, taking action a and thereafter acting optimally • Define the optimal policy: • π*(s) = optimal action from state s

  8. The Bellman Equations • One-step lookahead relationship amongst optimal utility values:

  9. Solving MDPs • We want to find the optimal policy • Proposal 1: modified expectimax search, starting from each state s:

  10. Value Iteration • Idea: • Start with V1(s) = 0 • Given Vi, calculate the values for all states for depth i+1: • Repeat until converge • Use Vias evaluation function when computing Vi+1

  11. Example: Value Iteration • Information propagates outward from terminal states and eventually all states have correct value estimates

  12. Policy Iteration • Alternative approach: • Step 1: policy evaluation: calculate utilities for some fixed policy (not optimal utilities!) • Step 2: policy improvement: update policy using one-step look-ahead with resulting converged (but not optimal!) utilities as future values • Repeat steps until policy converges

  13. Today: Reinforcement learning • Still have an MDP: • A set of states • A set of actions (per state) A • A model T(s,a,s’) • A reward function R(s,a,s’) • Still looking for an optimal policy π*(s) • New twist: don’t know T and/or R, but can observe R • Learn by doing • can have multiple episodes (trials)

  14. Example: animal learning • Studied experimentally for more than 60 years in psychology • Rewards: food, pain, hunger, drugs, etc. • Example: foraging • Bees learnnear-optimalforaging plan in field of artificial flowerswithcontrollednectarsupplies

  15. What can you do with RL • Stanford autonomous helicopter http://heli.stanford.edu/

  16. Reinforcement learning methods • Model-based learning • learn the model of MDP (transition probability and reward) • compute the optimal policy as if the learned model is correct • Model-free learning • learn the optimal policy without explicitly learning the transition probability • Q-learning: learn the Q-state Q(s,a) directly

  17. Model-Based Learning • Idea: • Learn the model empirically in episodes • Solve for values as if the learned model were correct • Simple empirical model learning • Count outcomes for each s,a • Normalize to give estimate of T(s,a,s’) • Discover R(s,a,s’) when we experience (s,a,s’) • Solving the MDP with the learned model • Iterative policy evaluation, for example

  18. Example: Model-Based Learning • Episodes: (1,1) up-1 (1,1) up-1 (1,2) up-1 (1,2) up-1 (1,2) up-1 (1,3) right-1 (1,3) right-1 (2,3) right-1 (2,3) right-1 (3,3) right-1 (3,3) right-1 (3,2) up-1 (3,2) up-1 (4,2) exit-100 (3,3) right-1 (done) (4,3) exit +100 (done) γ= 1 T(<3,3>, right, <4,3>) = 1/3 T(<2,3>, right, <3,3>) =2/2

  19. Model-based vs. Model-Free • Want to compute an expectation weighted by probability p(x) (e.g. expected utility): • Model-based: estimate p(x) from samples, compute expectation • Model-free: estimate expectation directly from samples • Why does this work? Because samples appear with the right frequencies!

  20. Example • Flip a biased coin • if head, you get $10 • if tail, you get $1 • you don’t know the probability of head/tail • What is your expected gain? • 8 episodes • h, t, t, t, h, t, t, h • Model-based: p(h)=3/8, so E(gain) = 10*3/8+1*5/8=35/8 • Model-free: (10+1+1+1+10+1+1+10)/8=35/8

  21. Sample-Based Policy Evaluation? • Approximate the expectation with samples (drawn from an unknown T!) Almost! But we cannot rewind time to get samples from s in the same episode

  22. Temporal-Difference Learning • Big idea: learn from every experience! • Update V(s) each time we experience (s,a,s’,R) • Likely s’ will contribute updates more often • Temporal difference learning • Policy still fixed

  23. Exponential Moving Average • Exponential moving average • Makes recent samples more important • Forgets about the past (distant past values were wrong anyway) • Easy to compute from the running average • Decreasing learning rate can give converging averages

  24. Problems with TD Value Learning • TD value learning is a model-free way to do policy evaluation • However, if we want to turn values into a (new) policy, we’re sunk: • Idea: learn Q-value directly • Makes action selection model-free too!

  25. Active Learning • Full reinforcement learning • You don’t know the transitions T(s,a,s’) • You don’t know the rewards R(s,a,s’) • You can choose any actions you like • Goal: learn the optimal policy • In this case: • Learner makes choices! • Fundamental tradeoff: exploration vs. exploitation • exploration: try new actions • exploitation: focus on optimal actions based on the current estimation • This is NOT offline planning! You actually take actions in the world and see what happens…

  26. Detour: Q-Value Iteration • Value iteration: find successive approx optimal values • Start with V0*(s)=0 • Given Vi*, calculate the values for all states for depth i+1: • But Q-values are more useful • Start with Q0*(s,a)=0 • Given Qi*, calculate the Q-values for all Q-states for depth i+1:

  27. Q-Learning • Q-Learning: sample-based Q-value iteration • Learn Q*(s,a) values • Receive a sample (s,a,s’,R) • Consider your old estimate: Q(s,a) • Consider your new sample estimate: • Incorporate the new estimate into a running average

  28. Q-Learning Properties • Amazing result: Q-learning converges to optimal policy • If you explore enough • If you make the learning rate small enough • …but not decrease it too quickly! • Basically doesn’t matter how you select actions (!) • Neat property: off-policy learning • Learn optimal policy without following it (some caveats)

  29. Q-Learning • Q-learning produces tables of Q-values:

  30. Exploration / Exploitation • Several schemes for forcing exploration • Simplest: random actions (ε greedy) • Every time step, flip a coin • With probability ε, act randomly • With probability 1-ε, act according to current policy • Problems with random actions? • You do explore the space, but keep thrashing around once learning is done • One solution: lower ε over time • Another solution: exploration functions

  31. Exploration Functions • When to explore • Random actions: explore a fixed amount • Better idea: explore areas whose badness is not (yet) established • Exploration function • Takes a value estimate and a count, and returns an optimistic utility, e.g. (exact form not important) sample =

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