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Markov Decision Processes Value Iteration Pieter Abbeel UC Berkeley EECS

Markov Decision Processes Value Iteration Pieter Abbeel UC Berkeley EECS. TexPoint fonts used in EMF. Read the TexPoint manual before you delete this box.: A A A A A A A A A A A. Markov Decision Process. [Drawing from Sutton and Barto , Reinforcement Learning: An Introduction, 1998].

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Markov Decision Processes Value Iteration Pieter Abbeel UC Berkeley EECS

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  1. Markov Decision Processes Value Iteration Pieter Abbeel UC Berkeley EECS TexPoint fonts used in EMF. Read the TexPoint manual before you delete this box.: AAAAAAAAAAA

  2. Markov Decision Process [Drawing from Sutton and Barto, Reinforcement Learning: An Introduction, 1998] Assumption: agent gets to observe the state

  3. Markov Decision Process (S, A, T, R, H) • Given • S: set of states • A: set of actions • T: S x A x S x {0,1,…,H}  [0,1], Tt(s,a,s’) = P(st+1 = s’ | st = s, at =a) • R: S x A x S x {0, 1, …, H}  < Rt(s,a,s’) = reward for (st+1 = s’, st= s, at =a) • H: horizon over which the agent will act • Goal: • Find ¼ : S x {0, 1, …, H}  A that maximizes expected sum of rewards, i.e.,

  4. Examples MDP (S, A, T, R, H), goal: • Cleaning robot • Walking robot • Pole balancing • Games: tetris, backgammon • Server management • Shortest path problems • Model for animals, people

  5. Canonical Example: 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 been taken, the agent stays put • Big rewards come at the end

  6. Grid Futures Deterministic Grid World Stochastic Grid World E N S W E N S W ?

  7. Solving MDPs • In an MDP, we want an optimal policy *: S x 0:H → A • A policy  gives an action for each state for each time • An optimal policy maximizes expected sum of rewards • Contrast: In deterministic, want an optimal plan, or sequence of actions, from start to a goal t=5=H t=4 t=3 t=2 t=1 t=0

  8. Value Iteration • Idea: = the expected sum of rewards accumulated when starting from state s and acting optimally for a horizon of i steps • Algorithm: • Start with for all s. • For i=1, … , H Given Vi*, calculate for all states s 2 S: • This is called a value update or Bellman update/back-up

  9. Example

  10. Example: Value Iteration • Information propagates outward from terminal states and eventually all states have correct value estimates V2 V3

  11. Practice: Computing Actions • Which action should we chose from state s: • Given optimal values V*? • = greedy action with respect to V* • = action choice with one step lookaheadw.r.t. V*

  12. Today and forthcoming lectures • Optimal control: provides general computational approach to tackle control problems. • Dynamic programming / Value iteration • Discrete state spaces (DONE!) • Discretization of continuous state spaces • Linear systems • LQR • Extensions to nonlinear settings: • Local linearization • Differential dynamic programming • Optimal Control through Nonlinear Optimization • Open-loop • Model Predictive Control • Examples:

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