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CS 182/CogSci110/Ling109 Spring 2008

CS 182/CogSci110/Ling109 Spring 2008. Reinforcement Learning: Algorithms 4/1/2008. Srini Narayanan – ICSI and UC Berkeley. Lecture Outline. Introduction Basic Concepts Expectation, Utility, MEU Neural correlates of reward based learning Utility theory from economics

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CS 182/CogSci110/Ling109 Spring 2008

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  1. CS 182/CogSci110/Ling109Spring 2008 Reinforcement Learning: Algorithms 4/1/2008 Srini Narayanan – ICSI and UC Berkeley

  2. Lecture Outline • Introduction • Basic Concepts • Expectation, Utility, MEU • Neural correlates of reward based learning • Utility theory from economics • Preferences, Utilities. • Reinforcement Learning: AI approach • The problem • Computing total expected value with discounting • Q-values, Bellman’s equation • TD-Learning

  3. Reinforcement Learning DEMO • Basic idea: • Receive feedback in the form of rewards • Agent’s utility is defined by the reward function • Must learn to act so as to maximize expected utility • Change the rewards, change the behavior

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

  5. Markov Decision Processes • Markov decision processes (MDPs) • A set of states s  S • A model T(s,a,s’) = P(s’ | s,a) • Probability that action a in state s leads to s’ • A reward function R(s, a, s’) (sometimes just R(s) for leaving a state or R(s’) for entering one) • A start state (or distribution) • Maybe a terminal state • MDPs are the simplest case of reinforcement learning • In general reinforcement learning, we don’t know the model or the reward function

  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. Reward Sequences • In order to formalize optimality of a policy, need to understand utilities of reward sequences • Typically consider stationary preferences: If I prefer one state sequence starting today, I would prefer the same starting tomorrow. • Theorem: only two ways to define stationary utilities • Additive utility: • Discounted utility:

  8. 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

  9. 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

  10. Hyperbolic discounting Short term rewards are different from long term rewards Used in many animal discounting models Has been used to explain procrastination addiction Evidence from Neuroscience (Next lecture) Ainslee 1992

  11. MDP Solutions • In deterministic single-agent search, want an optimal sequence of actions from start to a goal • In an MDP we want an optimal policy (s) • A policy gives an action for each state • Optimal policy maximizes expected utility (i.e. expected rewards) if followed Optimal policy when R(s, a, s’) = -0.04 for all non-terminals s

  12. Example Optimal Policies R(s) = -0.01 R(s) = -0.03 R(s) = -0.4 R(s) = -2.0

  13. Utility of a State • Define the utility of a state under a policy: V(s) = expected total (discounted) rewards starting in s and following  • Recursive definition (one-step look-ahead): • Also called policy evaluation

  14. That’s my equation! Bellman’s Equation for Selecting actions • Definition of utility leads to a simple relationship amongst optimal utility values: Optimal rewards = maximize over first action and then follow optimal policy Formally: Bellman’s Equation

  15. 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-values • 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

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

  17. A table of values for each action: Q-Functions • A q-value is the value of a (state and action) under a policy • Utility of taking starting in state s, taking action a, then following  thereafter

  18. The Bellman Equations • Definition of utility leads to a simple relationship amongst optimal utility values: Optimal rewards = maximize over first action and then follow optimal policy • Formally:

  19. Optimal Utilities • Goal: calculate the optimal utility of each state V*(s) = expected (discounted) rewards with optimal actions • Why: Given optimal utilities, MEU tells us the optimal policy

  20. MDP solution methods • If we know T(s, a, s’) and R(s,a,s’), then we can solve the MDP to find the optimal policy in a number of ways. • Dynamic programming • Iterative Estimation methods • Value Iteration • Assume 0 initial values for each state and update using the Bellman equation to pick actions. • Policy iteration • Evaluate a given policy (find V(s) for the policy), then change it using Bellman updates till there is no improvement in the policy.

  21. Reinforcement Learning • Reinforcement learning: • W have an MDP: • A set of states s  S • A set of actions (per state) A • A model T(s,a,s’) • A reward function R(s,a,s’) • Are looking for a policy (s) • We don’t know T or R • I.e. don’t know which states are good or what the actions do • Must actually try actions and states out to learn

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

  23. Passive Learning • Simplified task • You don’t know the transitions T(s,a,s’) • You don’t know the rewards R(s,a,s’) • You are given a policy (s) • Goal: learn the state values (and maybe the model) • In this case: • No choice about what actions to take • Just execute the policy and learn from experience

  24. Example: Direct EstimationSimple Monte Carlo y • Episodes: +100 (1,1) up -1 (1,2) up -1 (1,2) up -1 (1,3) right -1 (2,3) right -1 (3,3) right -1 (3,2) up -1 (3,3) right -1 (4,3) exit +100 (done) (1,1) up -1 (1,2) up -1 (1,3) right -1 (2,3) right -1 (3,3) right -1 (3,2) up -1 (4,2) exit -100 (done) -100 x  = 1, R = -1 U(1,1) ~ (92 + -106) / 2 = -7 U(3,3) ~ (99 + 97 + -102) / 3 = 31.3

  25. T T T T T T T T T T Full Estimation (Dynamic Programming) T T T

  26. T T T T T T T T T T T T T T T T T T T T Simple Monte Carlo

  27. T T T T T T T T T T T T T T T T T T T T Combining DP and MC

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

  29. Model-Free Learning • Big idea: why bother learning T? • Update each time we experience a transition • Frequent outcomes will contribute more updates (over time) • Temporal difference learning (TD) • Policy still fixed! • Move values toward value of whatever successor occurs s a s, a s,a,s’ s’

  30. Q-Learning • Learn Q*(s,a) values • Receive a sample (s,a,s’,r) • Consider your old estimate: • Consider your new sample estimate: • Nudge the old estimate towards the new sample:

  31. Any problems with this? • What if the starting policy doesn’t let you explore the state space? • T(s,a,s’) is unknown and never estimated. • The value of unexplored states is never computed. • How do we address this problem? • Fundamental problem in RL and in Biology • AI solutions include • e-greedy • Softmax • Evidence from Neuroscience (next lecture).

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

  33. Q-Learning

  34. Q Learning features • On-line, Incremental • Bootstrapping (like DP unlike MC) • Model free • Converges to an optimal policy. • On average when alpha is small • With probability 1 when alpha is high in the beginning and low at the end (say 1/k)

  35. Reinforcement Learning DEMO • Basic idea: • Receive feedback in the form of rewards • Agent’s utility is defined by the reward function • Must learn to act so as to maximize expected utility • Change the rewards, change the behavior • Examples: • Learning your way around, reward for reaching the destination. • Playing a game, reward at the end for winning / losing • Vacuuming a house, reward for each piece of dirt picked up • Automated taxi, reward for each passenger delivered

  36. Demo of Q Learning • Demo arm-control • Parameters • a = learning rate) • g = discounted reward (high for future rewards) • e = exploration(should decrease with time) • MDP • Reward= number of the pixel moved to the right/ iteration number • Actions : Arm up and down (yellow line), hand up and down (red line)

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