Lecture Notes on Reinforcement Learning | CS 510, Study Guides, Projects, Research of Computer Science

Material Type: Project; Professor: Greenstadt; Class: Introduction to Artificial Intelligence; Subject: Computer Science; University: Drexel University; Term: Fall 2008;

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CS 510 Lecture 8:
Reinforcement Learning
Rachel Greenstadt
November 18, 2008
or what if no one will label your examples?
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CS 510 Lecture 8:

Reinforcement Learning

Rachel Greenstadt

November 18, 2008

or what if no one will label your examples?

Reminders

Bayesian learning exercise due next week

Project presentations December 2,

12 min per group

+ 4 min for questions

Try to ask a question (last chance

participation)

Reinforcement Learning

The promise : Program agents to do a task

without specifying how -- just give rewards

and punishment!

Learn through trial and error interaction

with an environment

Use Markov Decision Processes (MDPs) to

model problems

Markov Decision

Process (MDP)

Models decision-making in partially random

situations

Characterized by states, actions, and

transitions between states

Markov property : given the state of the MDP

at time t is known, transition probabilities

to the state at time t + 1 are independent

of all previous states or actions.

Value Iteration

For each state, apply the Bellman Equation

until it converges

Bellman Equation

Ui+1(s) <- R(s) + γ maxa Σ s’T(s,a,s’)Ui(s’)

γ is a discount factor that reflects

uncertainty about getting to the next

state

MDP Exercise

• Ui+1(s) <- R(s) +^ γ maxa Σ s’T(s,a,s’)Ui(s’)

Sometimes MDPs are formulated with a reward function R(s,a) that depends on the action taken or R(s,a,s’) that also depends on the outcome state (exercise 17.5 in book)

Write the Bellman equations for these functions

Practice Problems for

the Final

More later

Learning: Passive vs Active

  • Passive learning simply watches the world and tries to learn utilities of being in each state
  • Active learning must also act using the learned information and explore the environment

What is the Agent

learning?

Agent is learning the expected utility of a

state: U(I)

This is the thing that was computed

during value iteration

But we can’t compute it because we

don’t know the reward function (R(s))

What is the Agent

learning from?

Agent gets a set of training episodes

1 episode = sequence of states

In each episode, Agent starts in (1,1) and

experiences a sequence of state transitions until it

reaches a termination state and gets a reward

Given a fixed policy, agent is gathering and learning

from experience

Weakness of LMS

Calculates the utility of each state independently, but utility of states are not independent!

Actual utility of a state is constrained by the states that are reachable from it.

Utility of a state is probabilistically weighted average of all successor states’ utilities plus its own rewards

More precisely:

• Ui+1(s) <- R(s) +^ γ maxa Σ s’T(s,a,s’)Ui(s’) (oh look, Bellman)

• LMS ignores this and converges slowly

Adaptive Dynamic

Programming (ADP)

Observe rewards of all states

Use Bellman to compute utilities

Linear system of equations

But many, many equations for large state

spaces

TD Learning

Instead of solving equations for all states, incrementally update state utilities on each transition

When observing transition from I to J:

• U(1) = U(1) +^ α(R(I) +^ γR(J)-U(I))

U(J) initialized as R(J)

• α^ is learning rate

• γ^ is discount factor

• If^ α^ is properly adjusted,^ TD guaranteed to converge to optimal value

function

Example TD Learning

Let U(1,3) = 0.84, U(2,3) = 0.

Assume prob of transition from (1,3) to (2,3) is 1

Let reward of all states be -0.

R(2,3) = R(1,3) = -0.

• Let^ α^ ,^ γ^ = 1

Using TD:

U(1,3) = U(1,3) - 0.04 + U(2,3) - U(1,3)