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Kunstmatige Intelligentie / RuG

KI2 - 11. Reinforcement Learning. Sander van Dijk. Kunstmatige Intelligentie / RuG. What is Learning ?. Percepts received by an agent should be used not only for acting, but also for improving the agent’s ability to behave optimally in the future to achieve its goal.

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Kunstmatige Intelligentie / RuG

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  1. KI2 - 11 Reinforcement Learning Sander van Dijk Kunstmatige Intelligentie / RuG

  2. What is Learning ? • Percepts received by an agent should be used not only for acting, but also for improving the agent’s ability to behave optimally in the future to achieve its goal. • Interaction between an agent and the world

  3. Learning Types • Supervised learning: • Input, output) pairs of the function to be learned can be perceived or are given.Back-propagation • Unsupervised Learning: • No information at all about given outputSOM • Reinforcement learning: • Agent receives no examples and starts with no model of the environment and no utility function. Agent gets feedback through rewards, or reinforcement.

  4. Reinforcement Learning • Task • Learn how to behave successfully to achieve a goal while interacting with an external environment Learn through experience from trial and error • Examples • Game playing: The agent knows it has won or lost, but it doesn’t know the appropriate action in each state • Control: a traffic system can measure the delay of cars, but not know how to decrease it.

  5. State Reward Action Elements of RL • Transition model, how action influence states • Reward R, immediate value of state-action transition • Policy , maps states to actions Agent Policy Environment

  6. r(state, action) immediate reward values 0 100 0 0 G 0 0 0 0 0 0 100 0 0 Elements of RL

  7. r(state, action) immediate reward values 90 90 90 100 100 100 0 0 0 G G G 0 100 0 0 G 81 81 81 90 90 90 100 100 100 0 0 0 0 0 0 100 0 0 ( ) ( ) ( ) ( ) º + + + + + ... 2 π V s r t γr 1 γ r t 1 t Elements of RL • Value function: maps states to state values Discount factor  [0, 1) (here 0.9) V*(state) values

  8. RL task (restated) • Execute actions in environment, observe results. • Learn action policy  : state action that maximizes expected discounted reward E [r(t) + r(t + 1)+ 2r(t + 2)+ …] from any starting state in S

  9. Reinforcement Learning • Target function is  : state action • However… • We have no training examples of form <state, action> • Training examples are of form <<state, action>, reward>

  10. Utility-based agents • Try to learn V * (abbreviated V*) • Perform look ahead search to choose best action from any state s • Works well if agent knows •  : state  action  state • r : state  action  R • When agent doesn’t know  and r, cannot choose actions this way

  11. Q-values • Q-values • Define new function very similar to V* • If agent learns Q, it can choose optimal action even without knowing  or R • Using Q

  12. Learning the Q-value • Note: Q and V* closely related • Allows us to write Q recursively as • Temporal Difference learning

  13. Learning the Q-value • FOR each <s, a> DO • Initialize table entry: • Observe current state s • WHILE (true) DO • Select action a and execute it • Receive immediate reward r • Observe new state s’ • Update table entry for as follows • Move: record transition from s to s’

  14. 90 100 0 G 0 90 100 100 0 0 0 G 72 81 G 81 81 90 100 0 0 0 0 0 81 90 0 81 90 100 100 0 0 72 81 Q-learning • Q-learning, learns the expected utility of taking a particular action a in a particular state s (Q-value of the pair (s,a)) r(state, action) immediate reward values Q(state, action) values V*(state) values

  15. Representation • Explicit • Implicit • Weighted linear function/neural networkClassical weight updating

  16. Exploration • Agent follows policy deduced from learned Q-values • Agent always performs same action in certain state, but perhaps there is an even better action? • Exploration: Be safe <-> learn more, greed <-> curiosity. • Extremely hard, if not impossible, to obtain optimal exploration policy. • Randomly try actions that have not been tried often before but avoid actions that are believed to be of low utility

  17. Enhancement: Q() • Q-learning estimates one time step difference • Why not for n steps?

  18. Enhancement: Q() • Q() formula • Intuitive idea: use constant 0    1 to combine estimates from various look ahead distances (note normalization factor (1- ))

  19. Enhancement: Eligibility Traces • Look backward instead of forward. • Weigh updates by eligibility trace e(s, a). • On each step, decay all traces by gl and increment the trace for the current state-action pair by 1. • Update all state-action pairs in proportion to their eligibility.

  20. Genetic algorithms • Imagine the individuals as agent functions • Fitness function as performance measure or reward function • No attempt made to learn the relationship between the rewards and actions taken by an agent • Simply searches directly in the individual space to find one that maximizes the fitness functions

  21. Genetic algorithms • Represent an individual as a binary string • Selection works like this: if individual X scores twice as high as Y on the fitness function, then X is twice as likely to be selected for reproduction than Y. • Reproduction is accomplished by cross-over and mutation

  22. Cart – Pole balancing • Demonstration http://www.bovine.net/~jlawson/hmc/pole/sane.html

  23. Summary • RL addresses the problem of learning control strategies for autonomous agents • TD-algorithms learn by iteratively reducing the differences between the estimates produced by the agent at different times • In Q-learning an evaluation function over states and actions is learned • In the genetic approach, the relation between rewards and actions is not learned. You simply search the fitness function space.

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