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Biomedical Data & Markov Decision Process

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1 Biomedical Data & Markov Decision Process
Viktorija Leonova

2 Motivation – Biomedical Data
The traits of human body depend not only on the genes, but also on their regulation DNA is first transcribed into RNA (transport and mRNA) The mRNA then translated into proteins However, this proceess is regulated by gene expression In order to analyze this process, regulatory motiffs are to be found

3 Motivation – Regulatory Motiffs

4 Motivation - HMM As it is heavy computational task, it cannot be solved precisely, so a number of methods have been tried Modelling Treatment of Ischemic Heart Disease with Partially Observable Markov Decision Processes Endangered Seabird Habitat Management as a Partially Observable Markov Decision Process (Conservation Biology) BLUEPRINT Epigenome POHMM as a method of modelling

5 Definition of the environment
<S, A, R, T> S is a set of states si, i = 1, 2, … n A is a set of actions available in each of states a R is a set of rewards provided in each states T is the set of transition probabilities Pr {st+1 = s| st, at}

6 Markov Property A state that retains all relevant information is Markov, or in other words, has the Markov property. A Markov state summarizes everything important about the complete sequence of preceding state. Example: a position in checkers. Another example: A flying arrow.

7 Markov Environment In general case: In case of Markov environment
Allows to predict all future states and rewards given only current state Provides the best possible basis for choosing actions

8 Markov Decision Process
A reinforcement learning task that satisfies the Markov property It is finite, if the state and action spaces are finite, and the task is called finite MDP A finite MDP is defined by one-step transition probability: Pr {st+1 = s’| st = s, at = a} The expected value of the next reward E {rt+1 | st = s, at = a, st+1 = s’} The only information lost is the distribution of the rewards around the expected value.

9 Value Function Most reinforcement learning algorithms are based on estimating value functions – a function of state or state-action pair, defining the advantage of being in a state or performing an action in terms of expected return Value functions are calculated for specific policies A policy  is a mapping from states s  S and actions a  A to probability (s, a) of taking action a in state s

10 Value Function - continued
An action value function is also defined for a given policy: Bellman’s equation:

11 Optimal Value Functions
Solving a reinforcement learning task means finding a policy that acquires sufficient reward in a long run For finite MDP it is possible to define a partial ordering of policies:  ≥ ’ is for all s  S, V(s) ≥ V’(s) A policy that is always better that or equal to all other policies is the optimal policy All optimal policies share unique state-value function, which is the optimal function

12 Optimal Value Functions
They also share the same optimal state-action value function, where for all s  S, all a  A This function can also be expressed in terms of a value function

13 Methods of Solving MDP Policy iteration Value iteration
Monte-Carlo methods Temporal-Difference learning

14 Policy Evaluation In order to evaluate a policy, we need to find its value function V(s) As per Bellman’s equation, V(s) So we need to solve a set of simultaneous set of linear equations. Those can be solved iteratively, by selecting arbitrary V0(s) for all s and recursively calculating

15 Policy Improvement Choose arbitrary policy 0
Consider Q(s, a) for all s in turn Greedily select the action with highest Q (thus we only considering the V) The obtained policy is better than or equal to the previous, and in the latter case it is the optimal policy Formally, ’ =

16 Value Iteration In policy iteration, if policy evaluation is done iteratively, it requires a several sweeps over state set. However, the convergence to V  in case of iterative can be reached only in the limit. So this process can be truncated early to save the computations. The case when policy evaluation is stopped after the first sweep is called value iteration Choose an arbitrary value V0 Update the value Vk+1(s)

17 Monte-Carlo Methods Monte-Carlo methods learn from experience – a sample sequences of states, actions and rewards obtained from online or simulated interaction. They are based on averaging sample returns To ensure the well-defined returns, the MC methods are defined for episodic tasks. The value function can be estimated by every-visit MC, first-visit MC With a model, state values can be used to determine a policy by choosing a best combination of reward and next state

18 Monte-Carlo Methods: Action Values
Without a model, the action values are necessary to suggest a policy Thus, the primary goal of MC methods is the estimation of Q* The method of estimation is the same with estimation state-value function Problem: many relevant state-action pairs may never be visited. If policy is deterministic, then with no returns to average, the values of some actions may never improve Maintaining exploration. Two approaches: exploring starts and stochastic policies

19 MC Control Alternating phases of policy evaluation and policy improvement: Example: Solving blackjack

20 Temporal-Difference Learning
A combination of Monte-Carlo and Dynamic Programming ideas Can learn without a model Instead of Monte Carlo, need not wait until the end of the episode. For the simplest TD methods, TD(0): As it updates using the existing estimate, it is called a bootstrapping method

21 Temporal-Difference Methods
Advantage over DP Methods: Do not need a model of the environment, its reward and probability distributions Advantage over MC methods: Naturally implemented in an online, fully-incremental fashion Prediction example: predict value of state A, given the following: MC: 0 TD: 3/4

22 Partially Observable MDP
<S, A, T, R, , O> Where  is the set of observations, and O is the set of conditional observation probabilities During a state s  S an agent performs action a  A, which causes the environment transition into state s’  S with probability T(s’| s, a). At the same time, agent receives an observation o  , which depends on the new state of the environment with probability O(o| s’, a). Finally, the agent receives a reward R(s, a).

23 Partially Observable MDP
As the agent does not perceive a state directly, it must make decisions under the uncertainty. In order to so, it maintains a set of beliefs. By interacting with the environment, the agent might update its beliefs by changing the probability distribution of the current state. Belief update: b’ = (b, a, o). As the state has Markov property, maintaining a belief over the states requires only the previous belief state, the action taken and the observation. This allows POMDP to be formulated as an MDP, where every belief is a state. The belief MDP is not partially observable anymore, since at any given time the agent knows its belief, and by extension the state of the belief MDP.

24 Papers Metagenomics analysis of archaeological human remains samples from Medieval Latvia as a primary screening tool for the identification of pathogen genomes. Alisa Kazarina , Guntis Gerhards, Elīna Pētersone-Gordina, Viktorija Leonova, Ilva Pole, Valentina Capligina, Inta Jansone, and Renate Ranka


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