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Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

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Returns Episodic tasks: interaction breaks naturally into episodes, e.g., plays of a game, trips through a maze. where T is a final time step at which a terminal state is reached, ending an episode. 31/01/20123

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Page 1: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Reinforcement Learning

Dynamic Programming I

Subramanian RamamoorthySchool of Informatics

31 January, 2012

Page 2: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Continuing from last time…

MDPs and Formulation of RL Problem

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Page 3: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Returns

Suppose the sequence of rewards after step t is : rt1, rt2 , rt3,What do we want to maximize?

. stepeach for , , themaximize want towe general,In

tRE t return expected

Episodic tasks: interaction breaks naturally into episodes, e.g., plays of a game, trips through a maze.

Rt rt1 rt2 rT ,where T is a final time step at which a terminal state is reached, ending an episode.

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Page 4: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Returns for Continuing Tasks

Continuing tasks: interaction does not have natural episodes.

Discounted return:

. theis ,10, where

, 0

132

21

ratediscount

k

ktk

tttt rrrrR

shortsighted 0 1 farsighted

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Page 5: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Example – Setting Up Rewards

Avoid failure: the pole falling beyonda critical angle or the cart hitting end oftrack.

reward 1 for each step before failure return number of steps before failure

As an episodic task where episode ends upon failure:

As a continuing task with discounted return:

reward 1 upon failure; 0 otherwise

return k , for k steps before failure

In either case, return is maximized by avoiding failure for as long as possible.

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Page 6: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Another Example

Get to the top of the hillas quickly as possible.

reward 1 for each step where not at top of hill return number of steps before reaching top of hill

Return is maximized by minimizing number of steps to reach the top of the hill.

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Page 7: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

A Unified Notation• In episodic tasks, we number the time steps of each

episode starting from zero.• We usually do not have to distinguish between episodes,

so we write instead of for the state at step t of episode j.

• Think of each episode as ending in an absorbing state that always produces reward of zero:

• We can cover all cases by writing

st st, j

reached. always is state absorbing reward zero a ifonly 1 becan where

, 0

1

kkt

kt rR

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Page 8: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Markov Decision Processes

• If a reinforcement learning task has the Markov Property, it is basically a Markov Decision Process (MDP).

• If state and action sets are finite, it is a finite MDP. • To define a finite MDP, you need to give:– state and action sets– one-step “dynamics” defined by transition probabilities:

– reward probabilities:

Ps s a Pr st1 s st s,at a for all s, s S, a A(s).

Rs s a E rt1 st s,at a,st1 s for all s, s S, a A(s).

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Page 9: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

The RL Problem

Main Elements:• States, s• Actions, a• State transition dynamics -

often, stochastic & unknown• Reward (r) process - possibly

stochastic

Objective: Policy t(s,a)– probability distribution over

actions given current state

AssumptionAssumption::Environment defines Environment defines a finite-state MDPa finite-state MDP

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Page 10: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Recycling Robot

An Example Finite MDP

• At each step, robot has to decide whether it should (1) actively search for a can, (2) wait for someone to bring it a can, or (3) go to home base and recharge.

• Searching is better but runs down the battery; if it runs out of power while searching, it has to be rescued (which is bad).

• Decisions made on basis of current energy level: high, low.

• Reward = number of cans collected

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Page 11: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Recycling Robot MDP

S high,low A(high) search , wait A(low) search,wait, recharge

Rsearch expected no. of cans while searching

Rwait expected no. of cans while waiting

Rsearch Rwait

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Page 12: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Enumerated in Tabular Form

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Page 13: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Given such an enumeration of transitions and corresponding costs/rewards, what is the best

sequence of actions?

We know we want to maximize:

So, what must one do?

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01

kkt

kt rR

Page 14: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

The Shortest Path Problem

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Page 15: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Finite-State Systems and Shortest Paths

– state space sk is a finite set for each k

– ak can get you from sk to fk(sk, ak) at a cost gk(xk, uk)

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Length ≈ Cost ≈ Sum of length of arcs

Solve this first

Jk(i) = minj [akij + Jk+1(j)]

Page 16: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Value Functions

State - value function for policy :

V (s)E Rt st s E krtk 1 st sk 0

Action - value function for policy :

Q (s, a) E Rt st s, at a E krt k1 st s,at ak0

• The value of a state is the expected return starting from that state; depends on the agent’s policy:

• The value of taking an action in a state under policy is the expected return starting from that state, taking that action, and thereafter following :

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Page 17: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Recursive Equation for Value

Rt rt1 rt2 2rt3

3rt4

rt1 rt2 rt3 2rt4

rt1 Rt1

The basic idea:

So: sssVrE

ssREsV

ttt

tt

11

)(

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Page 18: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Optimality in MDPs – Bellman Equation

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Page 19: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

More on the Bellman Equation

a s

ass

ass sVassV )( ),()( RP

This is a set of equations (in fact, linear), one for each state.The value function for is its unique solution.

Backup diagrams:

for V for Q

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Page 20: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Bellman Equation for Q

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Page 21: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Gridworld• Actions: north, south, east, west; deterministic.• If it would take agent off the grid: no move but reward = –1• Other actions produce reward = 0, except actions that move

agent out of special states A and B as shown.

State-value function for equiprobable random policy;= 0.9

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Page 22: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Golf

• State is ball location• Reward of –1 for each stroke

until the ball is in the hole• Value of a state?• Actions:

– putt (use putter)– driver (use driver)

• putt succeeds anywhere on the green

22

Page 23: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

if and only if V (s) V (s) for all s S

Optimal Value Functions• For finite MDPs, policies can be partially ordered:

• There are always one or more policies that are better than or equal to all the others. These are the optimal policies. We denote them all *.

• Optimal policies share the same optimal state-value function:

• Optimal policies also share the same optimal action-value function:

V (s) max

V (s) for all s S

Q(s,a)max

Q (s, a) for all s S and a A(s)

This is the expected return for taking action a in state s and thereafter following an optimal policy.

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Page 24: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Optimal Value Function for Golf

• We can hit the ball farther with driver than with putter, but with less accuracy

• Q*(s,driver) gives the value or using driver first, then using whichever actions are best

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Page 25: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Bellman Optimality Equation for V*

)( max

,)( max

),( max)(

)(

11)(

)(

sV

aasssVrE

asQsV

ass

s

asssAa

ttttsAa

sAa

RP

The value of a state under an optimal policy must equalthe expected return for the best action from that state:

The relevant backup diagram:

V* is the unique solution of this system of nonlinear equations.

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Page 26: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Recursive Form of V*

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Page 27: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Bellman Optimality Equation for Q*

s a

ass

ass

tttat

asQ

aassasQrEasQ

),(max

,),(max ),( 11

RP

The relevant backup diagram:

Q* is the unique solution of this system of nonlinear equations.

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Page 28: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Why Optimal State-Value Functions are Useful

Any policy that is greedy with respect to V* is an optimal policy.

Therefore, given V* , one-step-ahead search produces the long-term optimal actions.

E.g., back to the gridworld (from your S+B book):

*31/01/2012 28

Page 29: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

What About Optimal Action-Value Functions?

Given Q*, the agent does not evenhave to do a one-step-ahead search:

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Page 30: Reinforcement Learning Dynamic Programming I Subramanian Ramamoorthy School of Informatics 31 January, 2012

Solving the Bellman Optimality Equation• Finding an optimal policy by solving the Bellman

Optimality Equation requires the following:– accurate knowledge of environment dynamics;– we have enough space and time to do the computation;– the Markov Property.

• How much space and time do we need?– polynomial in number of states (via dynamic programming),– BUT, number of states is often huge (e.g., backgammon has

about 1020 states)

• We usually have to settle for approximations.• Many RL methods can be understood as approximately

solving the Bellman Optimality Equation.31/01/2012 30