Machine Learning Chapter 13. Reinforcement Learning

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Presentation transcript:

Machine Learning Chapter 13. Reinforcement Learning Tom M. Mitchell

Control Learning Consider learning to choose actions, e.g., Robot learning to dock on battery charger Learning to choose actions to optimize factory output Learning to play Backgammon Note several problem characteristics: Delayed reward Opportunity for active exploration Possibility that state only partially observable Possible need to learn multiple tasks with same sensors/effectors

One Example: TD-Gammon Learn to play Backgammon Immediate reward +100 if win -100 if lose 0 for all other states Trained by playing 1.5 million games against itself Now approximately equal to best human player

Reinforcement Learning Problem

Markov Decision Processes Assume finite set of states S set of actions A at each discrete time agent observes state st  S and chooses action at  A then receives immediate reward rt and state changes to st+1 Markov assumption : st+1 = (st, at ) and rt = r(st, at ) i.e., rt and st+1 depend only on current state and action functions  and r may be nondeterministic functions  and r not necessarily known to agent

Agent's Learning Task

Value Function

What to Learn

Q Function

Training Rule to Learn Q

Q Learning for Deterministic Worlds

Nondeterministic Case

Nondeterministic Case(Cont’)

Temporal Difference Learning

Temporal Difference Learning(Cont’)

Subtleties and Ongoing Research