R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 1 Chapter 1: Introduction Psychology Artificial Intelligence Control Theory and Operations.

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Presentation transcript:

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 1 Chapter 1: Introduction Psychology Artificial Intelligence Control Theory and Operations Research Artificial Neural Networks Reinforcement Learning (RL) Neuroscience

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 2 What is Reinforcement Learning? pLearning from interaction pGoal-oriented learning pLearning about, from, and while interacting with an external environment pLearning what to do—how to map situations to actions— so as to maximize a numerical reward signal

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 3 Supervised Learning System InputsOutputs Training Info = desired (target) outputs Error = (target output – actual output)

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 4 Reinforcement Learning RL System InputsOutputs (“actions”) Training Info = evaluations (“rewards” / “penalties”) Objective: get as much reward as possible

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 5 Key Features of RL pLearner is not told which actions to take pTrial-and-Error search pPossibility of delayed reward Sacrifice short-term gains for greater long-term gains pThe need to explore and exploit pConsiders the whole problem of a goal-directed agent interacting with an uncertain environment

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 6 Complete Agent pTemporally situated pContinual learning and planning pObject is to affect the environment pEnvironment is stochastic and uncertain Environment action state reward Agent

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 7 Elements of RL pPolicy: what to do pReward: what is good pValue: what is good because it predicts reward pModel: what follows what Policy Reward Value Model of environment

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 8 An Extended Example: Tic-Tac-Toe X X XOO X X O X O X O X O X X O X O X O X O X O X O X } x’s move } o’s move } x’s move } o’s move... x x x x o x o x o x x x x o o Assume an imperfect opponent: —he/she sometimes makes mistakes

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 9 An RL Approach to Tic-Tac-Toe 1. Make a table with one entry per state: 2. Now play lots of games. To pick our moves, look ahead one step: State V(s) – estimated probability of winning.5 ?... 1 win 0 loss... 0 draw x x x x o o o o o x x oo oo x x x x o current state various possible next states * Just pick the next state with the highest estimated prob. of winning — the largest V(s); a greedy move. But 10% of the time pick a move at random; an exploratory move.

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 10 RL Learning Rule for Tic-Tac-Toe “Exploratory” move

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 11 How can we improve this T.T.T. player? pTake advantage of symmetries representation/generalization How might this backfire? pDo we need “random” moves? Why? Do we always need a full 10%? pCan we learn from “random” moves? pCan we learn offline? Pre-training from self play? Using learned models of opponent? p...

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 12 e.g. Generalization Table Generalizing Function Approximator State V sss...ssss...s N Train here

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 13

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 14 How is Tic-Tac-Toe Too Easy? pFinite, small number of states pOne-step look-ahead is always possible pState completely observable p...

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 15 Some Notable RL Applications pTD-Gammon: Tesauro –world’s best backgammon program pElevator Control: Crites & Barto –high performance down-peak elevator controller pInventory Management: Van Roy, Bertsekas, Lee&Tsitsiklis –10–15% improvement over industry standard methods pDynamic Channel Assignment: Singh & Bertsekas, Nie & Haykin –high performance assignment of radio channels to mobile telephone calls

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 16 TD-Gammon Start with a random network Play very many games against self Learn a value function from this simulated experience This produces arguably the best player in the world Action selection by 2–3 ply search Value TD error Tesauro, 1992–1995

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 17 Elevator Dispatching 10 floors, 4 elevator cars STATES: button states; positions, directions, and motion states of cars; passengers in cars & in halls ACTIONS: stop at, or go by, next floor REWARDS: roughly, –1 per time step for each person waiting Conservatively about 10 states 22 Crites and Barto, 1996

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 18 Performance Comparison

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 19 Some RL History Trial-and-Error learning Temporal-difference learning Optimal control, value functions Thorndike (  ) 1911 Minsky Klopf Barto et al. Secondary reinforcement (  ) Samuel Witten Sutton Hamilton (Physics) 1800s Shannon Bellman/Howard (OR) Werbos Watkins Holland

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 20 MENACE (Michie 1961) “Matchbox Educable Noughts and Crosses Engine”

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 21 The Book pPart I: The Problem Introduction Evaluative Feedback The Reinforcement Learning Problem pPart II: Elementary Solution Methods Dynamic Programming Monte Carlo Methods Temporal Difference Learning pPart III: A Unified View Eligibility Traces Generalization and Function Approximation Planning and Learning Dimensions of Reinforcement Learning Case Studies

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 22 The Course pOne chapter per week (with some exceptions) pRead the chapter for the first class devoted to that chapter pWritten homeworks: basically all the non-programming assignments in each chapter. Due second class on that chapter. pProgramming exercises (not projects!): each student will do approximately 3 of these, including one of own devising (in consultation with instructor and/or TA). pClosed-book, in-class midterm; closed-book 2-hr final pGrading: 40% written homeworks; 30% programming homeworks; 15% final; 10% midterm; 5% class participation pSee the web for more details

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction 23 Next Class pIntroduction continued and some case studies pRead Chapter 1 pHand in exercises 1.1 — 1.5