INTRODUCTION TO Machine Learning

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Presentation transcript:

INTRODUCTION TO Machine Learning 19. Reinforcement Learning

Introduction Game-playing: Sequence of moves to win a game Robot in a maze: Sequence of actions to find a goal Agent has a state in an environment, takes an action and sometimes receives reward and the state changes Credit-assignment Learn a policy Lecture Notes for E Alpaydın 2004 Introduction to Machine Learning © The MIT Press (V1.1)

Single State: K-armed Bandit Among K levers, choose the one that pays best Q(a): value of action a Reward is ra Set Q(a) = ra Choose a* if Q(a*)=maxa Q(a) Rewards stochastic (keep an expected reward): Lecture Notes for E Alpaydın 2004 Introduction to Machine Learning © The MIT Press (V1.1)

Elements of RL (Markov Decision Processes) st : State of agent at time t at: Action taken at time t In st, action at is taken, clock ticks and reward rt+1 is received and state changes to st+1 Next state prob: P (st+1 | st , at ) Reward prob: p (rt+1 | st , at ) Initial state(s), goal state(s) Episode (trial) of actions from initial state to goal (Sutton and Barto, 1998; Kaelbling et al., 1996) Lecture Notes for E Alpaydın 2004 Introduction to Machine Learning © The MIT Press (V1.1)

Policy and Cumulative Reward Value of a policy, Finite-horizon: Infinite horizon: Lecture Notes for E Alpaydın 2004 Introduction to Machine Learning © The MIT Press (V1.1)

Bellman’s equation Lecture Notes for E Alpaydın 2004 Introduction to Machine Learning © The MIT Press (V1.1)

Model-Based Learning Environment, P (st+1 | st , at ), p (rt+1 | st , at ), is known There is no need for exploration Can be solved using dynamic programming Solve for Optimal policy Lecture Notes for E Alpaydın 2004 Introduction to Machine Learning © The MIT Press (V1.1)

Value Iteration Lecture Notes for E Alpaydın 2004 Introduction to Machine Learning © The MIT Press (V1.1)

Policy Iteration Lecture Notes for E Alpaydın 2004 Introduction to Machine Learning © The MIT Press (V1.1)

Temporal Difference Learning Environment, P (st+1 | st , at ), p (rt+1 | st , at ), is not known; model-free learning There is need for exploration to sample from P (st+1 | st , at ) and p (rt+1 | st , at ) Use the reward received in the next time step to update the value of current state (action) The temporal difference between the value of the current action and the value discounted from the next state Lecture Notes for E Alpaydın 2004 Introduction to Machine Learning © The MIT Press (V1.1)

Exploration Strategies ε-greedy: With pr ε,choose one action at random uniformly; and choose the best action with pr 1-ε Probabilistic: Move smoothly from exploration/exploitation. Decrease ε Annealing Lecture Notes for E Alpaydın 2004 Introduction to Machine Learning © The MIT Press (V1.1)

Deterministic Rewards and Actions Deterministic: single possible reward and next state used as an update rule (backup) Starting at zero, Q values increase, never decrease Lecture Notes for E Alpaydın 2004 Introduction to Machine Learning © The MIT Press (V1.1)

Nondeterministic Rewards and Actions When next states and rewards are nondeterministic (there is an opponent or randomness in the environment), we keep averages (expected values) instead as assignments Q-learning (Watkins and Dayan, 1992): Off-policy vs on-policy (Sarsa) Learning V (TD-learning: Sutton, 1988) Lecture Notes for E Alpaydın 2004 Introduction to Machine Learning © The MIT Press (V1.1)

Sarsa Lecture Notes for E Alpaydın 2004 Introduction to Machine Learning © The MIT Press (V1.1)

Partially Observable States The agent does not know its state but receives an observation which can be used to infer a belief about states Partially observable MDP Lecture Notes for E Alpaydın 2004 Introduction to Machine Learning © The MIT Press (V1.1)