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Reinforcement Learning Mitchell, Ch. 13 (see also Barto & Sutton book on-line)
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Rationale Learning from experience Adaptive control Examples not explicitly labeled, delayed feedback Problem of credit assignment – which action(s) led to payoff? tradeoff short-term thinking (immediate reward) for long-term consequences
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Transition function – T:SxA->S, environment Reward function R:SxA->real, payoff Stochastic but Markov Policy=decision function, :S->A “rationality” – maximize long term expected reward –Discounted long-term reward (convergent series) –Alternatives: finite time horizon, uniform weights Agent Model =
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R,T
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Markov Decision Processes (MDPs) if know R and T(=P), solve for value func V (s) policy evaluation Bellman Equations dynamic programming (|S| eqns in |S| unknowns)
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finding optimal policies Value iteration – update V(s) iteratively until (s)=argmax a V (s) stops changing Policy iteration – iterate between choosing and updating V over all states Monte Carlo sampling: run random scenarios using and take average rewards as V(s) MDPs
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Q-learning: model-free Q-function: reformulate as value function of S and A, independent of R and T(= )
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Q-learning algorithm
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Convergence Theorem: Q converges to Q*, after visiting each state infinitely often (assuming |r|< ) Proof: with each iteration (where all SxA visited), magnitude of largest error in Q table decreases by at least
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Training “on-policy” –exploitation vs. exploration –will relevant parts of the space be explored if stick to current (sub-optimal) policy? – -greedy policies: choose action with max Q value most of the time, or random action % of the time “off-policy” –learn from simulations or traces –SARSA: training example database: Actor-critic
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Non-deterministic case
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Temporal Difference Learning
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convergence is not the problem representation of large Q table is the problem (domains with many states or continuous actions) how to represent large Q tables? –neural network –function approximation –basis functions –hierarchical decomposition of state space
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