CS 188: Artificial Intelligence Fall 2008

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Presentation transcript:

CS 188: Artificial Intelligence Fall 2008 Lecture 9: MDPs 9/25/2008 Dan Klein – UC Berkeley Many slides over the course adapted from either Stuart Russell or Andrew Moore

Announcements Homework solution / review sessions: Monday 9/29, 7-9pm in 2050 Valley LSB Tuesday 9/30, 6-8pm in 10 Evans Check web for details Covers W1-2, maybe 3 Homeworks / difficulty: There’s going to be a range, just like exam questions – some will be quite hard! Homeworks graded accordingly Readings: For MDPs / reinforcement learning, we’re using an online reading Different treatment than the R&N book, beware!

Reinforcement Learning [DEMOS] 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 rewards Change the rewards, change the learned behavior Examples: 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

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’) Prob that a from s leads to s’ i.e., P(s’ | s,a) Also called the model A reward function R(s, a, s’) Sometimes just R(s) or R(s’) A start state (or distribution) Maybe a terminal state MDPs are a family of non-deterministic search problems Reinforcement learning: MDPs where we don’t know the transition or reward functions

Solving MDPs In deterministic single-agent search problem, want an optimal plan, or 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 if followed Defines a reflex agent Optimal policy when R(s, a, s’) = -0.04 for all non-terminals s

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

Example: High-Low 3 4 2 2 Three card types: 2, 3, 4 Infinite deck, twice as many 2’s Start with 3 showing After each card, you say “high” or “low” New card is flipped If you’re right, you win the points shown on the new card Ties are no-ops If you’re wrong, game ends Differences from expectimax: #1: get rewards as you go #2: you might play forever! 3 4 2 2

Note: could choose actions with search. How? High-Low States: 2, 3, 4, done Actions: High, Low Model: T(s, a, s’): P(s’=done | 4, High) = 3/4 P(s’=2 | 4, High) = 0 P(s’=3 | 4, High) = 0 P(s’=4 | 4, High) = 1/4 P(s’=done | 4, Low) = 0 P(s’=2 | 4, Low) = 1/2 P(s’=3 | 4, Low) = 1/4 P(s’=4 | 4, Low) = 1/4 … Rewards: R(s, a, s’): Number shown on s’ if s  s’ 0 otherwise Start: 3 4 Note: could choose actions with search. How?

Example: High-Low 3 3 2 3 4 High Low , High , Low T = 0.5, R = 2

MDP Search Trees Each MDP state gives an expectimax-like search tree s is a state s 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’ s’

Utilities of Sequences In order to formalize optimality of a policy, need to understand utilities of sequences of rewards Typically consider stationary preferences: Theorem: only two ways to define stationary utilities Additive utility: Discounted utility: Assuming that reward depends only on state for these slides!

Infinite Utilities?! Problem: infinite sequences with infinite rewards Solutions: Finite horizon: Terminate episodes after a fixed T steps Gives nonstationary policy ( depends on time left) Absorbing state(s): guarantee that for every policy, agent will eventually “die” (like “done” for High-Low) Discounting: for 0 <  < 1 Smaller  means smaller “horizon” – shorter term focus

Discounting Typically discount rewards by  < 1 each time step Sooner rewards have higher utility than later rewards Also helps the algorithms converge

Optimal Utilities Fundamental operation: compute the optimal utilities of states s (all at once) Why? Optimal values define optmial policies! Define the utility of a state s: V*(s) = expected return starting in s and acting optimally Define the utility of a q-state (s,a): Q*(s) = expected return starting in s, taking action a and thereafter acting optimally Define the optimal policy: *(s) = optimal action from state s a s s, a s,a,s’ s’

The Bellman Equations Definition of utility leads to a simple one-step lookahead relationship amongst optimal utility values: Optimal rewards = maximize over first action and then follow optimal policy Formally: a s s, a s,a,s’ s’

Solving MDPs We want to find the optimal policy * Proposal 1: modified expectimax search, starting from each state s: a s s, a s,a,s’ s’

Why Not Search Trees? Why not solve with expectimax? Problems: This tree is usually infinite (why?) Same states appear over and over (why?) We would search once per state (why?) Idea: Value iteration Compute optimal values for all states all at once using successive approximations Will be a bottom-up dynamic program similar in cost to memoization Do all planning offline, no replanning needed!

Value Estimates Calculate estimates Vk*(s) Not the optimal value of s! The optimal value considering only next k time steps (k rewards) As k  , it approaches the optimal value Why: If discounting, distant rewards become negligible If terminal states reachable from everywhere, fraction of episodes not ending becomes negligible Otherwise, can get infinite expected utility and then this approach actually won’t work

Memoized Recursion? Recurrences: Cache all function call results so you never repeat work What happened to the evaluation function?

Value Iteration Problems with the recursive computation: Have to keep all the Vk*(s) around all the time Don’t know which depth k(s) to ask for when planning Solution: value iteration Calculate values for all states, bottom-up Keep increasing k until convergence

Value Iteration Idea: Theorem: will converge to unique optimal values Start with V0*(s) = 0, which we know is right (why?) Given Vi*, calculate the values for all states for depth i+1: This is called a value update or Bellman update Repeat until convergence Theorem: will converge to unique optimal values Basic idea: approximations get refined towards optimal values Policy may converge long before values do

Example: Bellman Updates

Example: Value Iteration Information propagates outward from terminal states and eventually all states have correct value estimates [DEMO]

Convergence* Define the max-norm: Theorem: For any two approximations U and V I.e. any distinct approximations must get closer to each other, so, in particular, any approximation must get closer to the true U and value iteration converges to a unique, stable, optimal solution Theorem: I.e. once the change in our approximation is small, it must also be close to correct

Practice: Computing Actions Which action should we chose from state s: Given optimal values V? Given optimal q-values Q? Lesson: actions are easier to select from Q’s!

Utilities for Fixed Policies Another basic operation: compute the utility of a state s under a fix (general non-optimal) policy Define the utility of a state s, under a fixed policy : V(s) = expected total discounted rewards (return) starting in s and following  Recursive relation (one-step look-ahead / Bellman equation): s (s) s, (s) s, (s),s’ s’

Policy Evaluation How do we calculate the V’s for a fixed policy? Idea one: turn recursive equations into updates Idea two: it’s just a linear system, solve with Matlab (or whatever)

Policy Iteration Alternative approach: This is policy iteration Step 1: Policy evaluation: calculate utilities for a fixed policy (not optimal utilities!) until convergence Step 2: Policy improvement: update policy using one-step lookaheah with resulting converged (but not optimal!) utilities Repeat steps until policy converges This is policy iteration It’s still optimal! Can converge faster under some conditions

Policy Iteration Policy evaluation: with fixed current policy , find values with simplified Bellman updates: Iterate until values converge Policy improvement: with fixed utilities, find the best action according to one-step look-ahead

Comparison In value iteration: In policy iteration: Every pass (or “backup”) updates both utilities (explicitly, based on current utilities) and policy (possibly implicitly, based on current policy) In policy iteration: Several passes to update utilities with frozen policy Occasional passes to update policies Hybrid approaches (asynchronous policy iteration): Any sequences of partial updates to either policy entries or utilities will converge if every state is visited infinitely often