CS 4/527: Artificial Intelligence

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Presentation transcript:

CS 4/527: Artificial Intelligence Markov Decision Processes Please retain proper attribution, including the reference to ai.berkeley.edu. Thanks! Instructor: Jared Saia University of New Mexico [These slides adapted from Dan Klein and Pieter Abbeel]

Non-Deterministic Search Why uncertain? Maybe robot on the ledge, what will happen?

Example: Grid World A maze-like problem The agent lives in a grid Walls block the agent’s path Noisy movement: actions do not always go as planned 80% of the time, the action North takes the agent North (if there is no wall there) 10% of the time, North takes the agent West; 10% East If there is a wall in the direction the agent would have been taken, the agent stays put Movement in other directions are similar The agent receives rewards each time step Small “living” reward each step (can be negative) Big rewards come at the end (good or bad) Goal: maximize sum of rewards [cut demo of moving around in grid world program] Terminal utilities + living reward (positive – get happier; neg – get sadder) At exist state you have to exit, the game ends, and you collect terminal utility

Deterministic Grid World Grid World Actions Deterministic Grid World Stochastic Grid World When you plan you will have to take these into account

Markov Decision Processes An MDP is defined by: A set of states s  S A set of actions a  A A transition function T(s, a, s’) Probability that a from s leads to s’, i.e., P(s’| s, a) Also called the model or the dynamics A reward function R(s, a, s’) Sometimes just R(s) or R(s’) A start state Maybe a terminal state MDPs are non-deterministic search problems One way to solve them is with expectimax search We’ll have a new tool soon In search problems: did not talk about actions, but about successor functions --- now the information inside the successor function is unpacked into actions, transitions and reward Write out S, A, example entry in T, entry in R Reward function different from the book : R(s,a,s’) In book simpler for equations, but not useful for the projects. Need to modify expectimax a tiny little bit to account for rewards along the way, but that’s something you should be able to do, and so you can already solve MDP’s (not in most efficient way) [Demo – gridworld manual intro (L8D1)]

Video of Demo Gridworld Manual Intro Exist action

What is Markov about MDPs? “Markov” generally means that given the present state, the future and the past are independent For Markov decision processes, “Markov” means action outcomes depend only on the current state This is just like search, where the successor function could only depend on the current state (not the history) Andrey Markov (1856-1922) Like search: successor function only depended on current state Can make this happen by stuffing more into the state; Very similar to search problems: when solving a maze with food pellets, we stored which food pellets were eaten!

Optimal policy when R(s, a, s’) = -0.03 for all non-terminals s Policies In deterministic single-agent search problems, we wanted an optimal plan, or sequence of actions, from start to a goal For MDPs, we want an optimal policy *: S → A A policy  gives an action for each state An optimal policy is one that maximizes expected utility if followed An explicit policy defines a reflex agent Expectimax didn’t compute a policy. Optimal policy when R(s, a, s’) = -0.03 for all non-terminals s

Optimal Policies R(s) = -0.01 R(s) = -0.03 R(s) = -0.4 R(s) = -2.0 R(s) = the “living reward” Note 2nd row 3rd column R(s) = -0.4 R(s) = -2.0

Example: Racing

Example: Racing A robot car wants to travel far, quickly Three states: Cool, Warm, Overheated Two actions: Slow, Fast Going faster gets double reward Cool Warm Overheated Fast Slow 0.5 1.0 +1 +2 -10 -10 and the game ends (important that the game ends because regardless you never want to do it)

Racing Search Tree

MDP Search Trees Each MDP state projects an expectimax-like search tree s s is a state a (s, a) is a q-state s, a (s,a,s’) called a transition T(s,a,s’) = P(s’|s,a) R(s,a,s’) s,a,s’ In MDP chance node represents uncertainty about what might happen based on (s,a) [as opposed to being a random adversary] Q-state (s,a) is when you were in a state and took an action s’

Utilities of Sequences

Utilities of Sequences What preferences should an agent have over reward sequences? More or less? Now or later? [1, 2, 2] or [2, 3, 4] [0, 0, 1] or [1, 0, 0] Might think its easy – more or less; sure But what about now or later; vote!

Discounting It’s reasonable to maximize the sum of rewards It’s also reasonable to prefer rewards now to rewards later One solution: values of rewards decay exponentially Inflation; really there is (1-gamma) prob of dying Worth Now Worth Next Step Worth In Two Steps

Discounting How to discount? Why discount? Example: discount of 0.5 Each time we descend a level, we multiply in the discount once Why discount? Sooner rewards probably do have higher utility than later rewards Also helps our algorithms converge Example: discount of 0.5 U([1,2,3]) = 1*1 + 0.5*2 + 0.25*3 U([1,2,3]) < U([3,2,1]) Rewards in the future (deeper in the tree) matter less Interesting: running expectimax, if having to truncate the search, then not losing much; e.g., less then \gamma^d / (1-\gamma) Augment q states with another option: instant death!

Quiz: Discounting Given: Actions: East, West, and Exit (only available in exit states a, e) Transitions: deterministic Quiz 1: For  = 1, what is the optimal policy? Quiz 2: For  = 0.1, what is the optimal policy? Quiz 3: For which  are West and East equally good when in state d?

Infinite Utilities?! Problem: What if the game lasts forever? Do we get infinite rewards? Solutions: Finite horizon: (similar to depth-limited search) Terminate episodes after a fixed T steps (e.g. life) Gives nonstationary policies ( depends on time left) Discounting: use 0 <  < 1 Smaller  means smaller “horizon” – shorter term focus Absorbing state: guarantee that for every policy, a terminal state will eventually be reached (like “overheated” for racing)

Recap: Defining MDPs Markov decision processes: MDP quantities so far: Set of states S Start state s0 Set of actions A Transitions P(s’|s,a) (or T(s,a,s’)) Rewards R(s,a,s’) (and discount ) MDP quantities so far: Policy = Choice of action for each state Utility = sum of (discounted) rewards a s s, a s,a,s’ s’

Solving MDPs

Optimal Quantities The value (utility) of a state s: V*(s) = expected utility starting in s and acting optimally The value (utility) of a q-state (s,a): Q*(s,a) = expected utility starting out having taken action a from state s and (thereafter) acting optimally The optimal policy: *(s) = optimal action from state s s is a state s a (s, a) is a q-state s, a s,a,s’ (s,a,s’) is a transition s’ [Note: this demo doesn’t show anything in action, just pops up V and Q values.] Value – what would happen if you ran expectimax Q value – what would happen if you ran expecitmax from a chance node -> means you committed to a [Demo – gridworld values (L8D4)]

Snapshot of Demo – Gridworld V Values This demo doesn’t show anything in action, it just shows the V and Q values. Better by the exit - no discount .85 – not .9 because chance of slipping Noise = 0.2 Discount = 0.9 Living reward = 0

Snapshot of Demo – Gridworld Q Values This demo doesn’t show anything in action, it just shows the V and Q values. Next to the pit, if you commit to going N, you get that .57; Noise = 0.2 Discount = 0.9 Living reward = 0

Values of States Fundamental operation: compute the (expectimax) value of a state Expected utility under optimal action Average sum of (discounted) rewards This is just what expectimax computed! Recursive definition of value: a s s, a s,a,s’ s’ Expectimax recusive function to equations

Racing Search Tree

Racing Search Tree

Racing Search Tree We’re doing way too much work with expectimax! Problem: States are repeated Idea: Only compute needed quantities once Problem: Tree goes on forever Idea: Do a depth-limited computation, but with increasing depths until change is small Note: deep parts of the tree eventually don’t matter if γ < 1

Time-Limited Values Key idea: time-limited values Define Vk(s) to be the optimal value of s if the game ends in k more time steps Equivalently, it’s what a depth-k expectimax would give from s This demo generates the time-limited values for gridworld as snapshotted onto the next slides. Don’t need an evaluation because the game ends; we get rewards along the way; nothing happens afterwards [Demo – time-limited values (L8D6)]

k=0 Noise = 0.2 Discount = 0.9 Living reward = 0 Assuming zero living reward Noise = 0.2 Discount = 0.9 Living reward = 0

k=1 Noise = 0.2 Discount = 0.9 Living reward = 0 Assuming zero living reward Noise = 0.2 Discount = 0.9 Living reward = 0

k=2 Noise = 0.2 Discount = 0.9 Living reward = 0 Assuming zero living reward .8*.9*1=.72 Noise = 0.2 Discount = 0.9 Living reward = 0

k=3 Noise = 0.2 Discount = 0.9 Living reward = 0 Assuming zero living reward Noise = 0.2 Discount = 0.9 Living reward = 0

k=4 Noise = 0.2 Discount = 0.9 Living reward = 0 Assuming zero living reward Noise = 0.2 Discount = 0.9 Living reward = 0

k=5 Noise = 0.2 Discount = 0.9 Living reward = 0 Assuming zero living reward Lower left takes 6 steps to non zero Noise = 0.2 Discount = 0.9 Living reward = 0

k=6 Noise = 0.2 Discount = 0.9 Living reward = 0 Assuming zero living reward Noise = 0.2 Discount = 0.9 Living reward = 0

k=7 Noise = 0.2 Discount = 0.9 Living reward = 0 Assuming zero living reward Increases because more ways to get reward Noise = 0.2 Discount = 0.9 Living reward = 0

k=8 Noise = 0.2 Discount = 0.9 Living reward = 0 Assuming zero living reward Noise = 0.2 Discount = 0.9 Living reward = 0

k=9 Noise = 0.2 Discount = 0.9 Living reward = 0 Assuming zero living reward Noise = 0.2 Discount = 0.9 Living reward = 0

k=10 Noise = 0.2 Discount = 0.9 Living reward = 0 Assuming zero living reward Noise = 0.2 Discount = 0.9 Living reward = 0

k=11 Noise = 0.2 Discount = 0.9 Living reward = 0 Assuming zero living reward Noise = 0.2 Discount = 0.9 Living reward = 0

k=12 Noise = 0.2 Discount = 0.9 Living reward = 0 Assuming zero living reward Noise = 0.2 Discount = 0.9 Living reward = 0

k=100 Noise = 0.2 Discount = 0.9 Living reward = 0 Assuming zero living reward Noise = 0.2 Discount = 0.9 Living reward = 0

Computing Time-Limited Values Imagine this is the whole tree At bottom: huge number of states I would have to check, but really 3 states and no more reward from there; v0 is 0 for any state Next layer: depth 1 expectimax; we have copies of v1

Value Iteration

Value Iteration Start with V0(s) = 0: no time steps left means an expected reward sum of zero Given vector of Vk(s) values, do one ply of expectimax from each state: Repeat until convergence Complexity of each iteration: O(S2A) Theorem: will converge to unique optimal values Basic idea: approximations get refined towards optimal values Policy may converge long before values do a Vk+1(s) s, a s,a,s’ Vk(s’) Discuss computational complexity: S * A * S times number of iterations Note: updates not in place [if in place, it means something else and not even clear what it means] V0 is a vector, a 0 for each state At each step tiny search Tradeoff because visit every state not just reachable state

Example: Value Iteration 3.5 2.5 0 2 1 0 Assume no discount! 0 0 0

Convergence* How do we know the Vk vectors are going to converge? Case 1: If the tree has maximum depth M, then VM holds the actual untruncated values Case 2: If the discount is less than 1 Sketch: For any state Vk and Vk+1 can be viewed as depth k+1 expectimax results in nearly identical search trees The difference is that on the bottom layer, Vk+1 has actual rewards while Vk has zeros That last layer is at best all RMAX It is at worst RMIN But everything is discounted by γk that far out So Vk and Vk+1 are at most γk max|R| different So as k increases, the values converge

Next Time: Policy-Based Methods