Reinforcement Learning: Maximizing Rewards and Policies, Study notes of Programming Languages

The concept of reinforcement learning, where an agent learns to make decisions by taking actions in an environment to maximize rewards. The case of a simple maze, reward functions, and the concept of policies and values. It also introduces the idea of state and action spaces, and the importance of experiences and histories in reinforcement learning.

Typology: Study notes

Pre 2010

Uploaded on 07/23/2009

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Reinforcement
Learning, Cont’d
Useful refs:
Sutton & Barto, Reinforcement Learning: An Introduction, MIT
Press 1998.
http://www.cs.ualberta.ca/~sutton/book/the-book.html
Kaelbling, Littman, & Moore, ``Reinforcement Learning: A
Survey,'' Journal of Artificial Intelligence Research, Volume 4,
1996.
http://people.csail.mit.edu/u/l/lpk/public_html/
papers/rl-survey.ps
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Reinforcement

Learning, Cont’d

Useful refs: Sutton & Barto, Reinforcement Learning: An Introduction , MIT Press 1998. http://www.cs.ualberta.ca/~sutton/book/the-book.html Kaelbling, Littman, & Moore, ``Reinforcement Learning: A Survey,'' Journal of Artificial Intelligence Research ,Volume 4,

http://people.csail.mit.edu/u/l/lpk/public_html/ papers/rl-survey.ps

Administrivia

Mid-class survey results (momentarily)

Reading 2 due today

New assignments:

Final project proposal

Due Nov 5 (Fri), 5:00 PM

To me or in my mailbox

Paper preferred

Reading 3: Due Nov 9

Bentivegna, D. C. and Atkeson, C. G. “Learning How to Behave from Observing Others” SAB'02-Workshop on Motor Control in Humans and Robots , Edinburgh, UK, August, 2002.

Survey Results: Lectures

Pacing 0.00 0.50 1.00 1.50 2.00 2.50 3.00 3.50 4. 1 2 3 4 5 6 7 Content Math Intuition Slides Access. Too little Too much

Survey Results: Exercises

0.00 0.50 1.00 1.50 2.00 2.50 3.00 3.50 4. 1 2 3 4 Useful? (binary) Quantity Length Graded? (binary) Too little Too much

Start with an easy case

V. simple maze:

Whenever Mack goes left, he gets cheese

Whenever he goes right, he gets shocked

After reward/punishment, he’s reset back to start of maze

Q: how can Mack learn to act well in this world?

Reward functions

In general, we think of a reward function:

R () tells us whether Mack thinks a particular outcome is good or bad

Mack before drugs:

R (cheese)=+

R (shock)=-

Mack after drugs:

R (cheese)=-

R (shock)=+

Behavior always depends on rewards (utilities)

R : outcomes →

Reward over time

In general: agent can be in a state s i at any time t

Can choose an action a j to take in that state

Rwd associated with a state:

R ( s i

Or with a state/action transition:

R ( s i ,a j

Series of actions leads to series of rewards

( s 1 ,a 1 )→ s 3 : R ( s 3 ); ( s 3 , a 7 )→ s 14 : R ( s 14

Reward over time

s 1 s 2 s 3 s 4 s 5 s 6 s 4 s 2 s 7 s 11 s 8 s 9 s 10

Reward over time

s 1 s 2 s 3 s 4 s 5 s 6 s 4 s 2 s 7 s 11 s 8 s 9 s 10 V(s 1 )=R(s 1 )+R(s 2 )+R(s 6

Where can you go?

Definition : Complete set of all states agent could be in is called the state space : S

Could be discrete or continuous

We’ll usually work with discrete

Size of state space: | S |

Definition : Complete set of actions an agent could take is called the action space: A

Again, discrete or cont.

Again, we work w/ discrete

Again, size: | A |

Experience & histories

In supervised learning, “fundamental unit of experience”: feature vector+label

Fundamental unit of experience in RL:

At time t in some state s i , take action a j , get reward r t , end up in state s k

Called an experience tuple or SARSA tuple

Set of all experience during a single episode up to time t is a history:

〈X, y〉

〈si , aj , rt , sk 〉

h T = {〈st=1 , at=1 , rt=1 〉, 〈st=2 , at=2 , rt=2 〉,... ,

〈st=T , at=T , rt=T 〉}