04of22 - Superposition-Inspired Reinforcement Learning and Quantum Reinforcement Learning
04of22 - Superposition-Inspired Reinforcement Learning and Quantum Reinforcement Learning
1. Introduction
Reinforcement Learning (RL) remains an active research area for a long time (Kaelbling et
al., 1996; Sutton & Barto, 1998) and is still one of the most rapidly developing machine
learning methods in recent years (Barto & Mahadevan, 2003). Related algorithms and
techniques have been used in different applications such as motion control, operations
research, robotics and sequential decision process (He & Jagannathan, 2005; Kondo & Ito,
2004; Morimoto & Doya, 2001; Chen et al., 2006b). However how to speed up learning has
always been one of the key problems for the theoretical research and applications of RL
methods (Sutton & Barto, 1998).
Recently there comes up a new approach for solving this problem owning to the rapid
development of quantum information and quantum computation (Preskill, 1998; Nielsen &
Chuang, 2000). Some results have shown that quantum computation can efficiently speed
up the solutions of some classical problems, and even can solve some difficult problems that
classical algorithms can not solve. Two important quantum algorithms, Shor’s factoring
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algorithm (Shor, 1994; Ekert & Jozsa, 1996) and Grover’s searching algorithm (Grover, 1996;
Grover, 1997), have been proposed in 1994 and 1996 respectively. Shor’s factoring algorithm
can give an exponential speedup for factoring large integers into prime numbers and its
experimental demonstration has been realized using nuclear magnetic resonance
(Vandersypen et al., 2001). Grover’s searching algorithm can achieve a square speedup over
classical algorithms in unsorted database searching and its experimental implementations
have also been demonstrated using nuclear magnetic resonance (Chuang et al., 1998; Jones,
1998a; Jones et al., 1998b) and quantum optics (Kwiat et al., 2000; Scully & Zubairy, 2001).
Taking advantage of quantum computation, the algorithm integration inspired by quantum
characteristics will not only improve the performance of existing algorithms on traditional
computers, but also promote the development of related research areas such as quantum
computer and machine learning. According to our recent research results (Dong et al.,
2005a; Dong et al., 2006a; Dong et al., 2006b; Chen et al., 2006a; Chen et al., 2006c; Chen &
Dong, 2007; Dong et al., 2007a; Dong et al., 2007b), in this chapter the RL methods based on
quantum theory are introduced following the developing roadmap from Superposition-
Inspired Reinforcement Learning (SIRL) to Quantum Reinforcement Learning (QRL).
As for SIRL methods we concern mainly about the exploration policy. Inspired by the
superposition principle of quantum state, in a RL system, a probabilistic exploration policy
Source: Reinforcement Learning: Theory and Applications, Book edited by Cornelius Weber, Mark Elshaw and Norbert Michael Mayer
ISBN 978-3-902613-14-1, pp.424, January 2008, I-Tech Education and Publishing, Vienna, Austria
60 Reinforcement Learning: Theory and Applications
| ψ 〉 = α | 0〉 + β | 1〉 (1)
the qubit is measured, and | β | is the probability of obtaining result | 1〉 . The physical
2
carrier of a qubit is any two-state quantum system such as two-level atom, spin-1/2 particle
and polarized photon. The value of classical bit is either Boolean value 0 or value 1, but a
qubit can be prepared in the coherent superposition state of 0 and 1, i.e. a qubit can
simultaneously store 0 and 1, which is the main difference between classical computation
and quantum computation.
According to quantum computation theory, the quantum computing process can be looked
upon as a unitary transformation U from input qubits to output qubits. If one applies a
transformation U to a superposition state, the transformation will act on all basis vectors of
this superposition state and the output will be a new superposition state by superposing the
Superposition-Inspired Reinforcement Learning and Quantum Reinforcement Learning 61
results of all basis vectors. So when one processes function f(x) by the method, the
transformation U can simultaneously work out many different results for a certain input
x . This is analogous with parallel process of classical computer and is called quantum
parallelism. The powerful ability of quantum algorithm is just derived from the parallelism
of quantum computation.
Suppose the input qubit | z〉 lies in the superposition state:
1
| z〉 = (| 0〉+ | 1〉 ) (2)
2
The transformation U z describing computing process is defined as the following:
U z :| z, y〉 →| z, y ⊕ f (z)〉 (3)
where | z, y〉 represents the input joint state and | z, y ⊕ f (z)〉 is the output joint state.
Let y = 0 and we can easily obtain (Nielsen & Chuang, 2000):
1
U z | z〉 = (| 0, f (0)〉+ | 1, f (1)〉 ) (4)
2
The result contains information about both f (0) and f (1) , and we seem to evaluate f (z)
for two values of z simultaneously.
Now consider an n-qubit cluster and it lies in the following superposition state:
} n } n
11L1 11L1
|ψ 〉 = ∑C
x =00L0
x | x〉 (where ∑| C
x =00L0
x |2 = 1 ) (5)
} n } n } n
11L1 11L1 11L1
U ∑C
x =00L0
x | x,0〉 = ∑ C U | x,0〉 = ∑ C
x =00L0
x
x =00L0
x | x, f ( x )〉 (6)
Based on the above analysis, it is easy to find that an n-qubit cluster can simultaneously
process 2n states. However, this is different from the classical parallel computation, where
multiple circuits built to compute f (x) are executed simultaneously, since quantum
parallel computation doesn’t necessarily make a tradeoff between computation time and
62 Reinforcement Learning: Theory and Applications
needed physical space. In fact, quantum parallelism employs a single circuit to evaluate the
function for multiple values of x simultaneously by exploiting the quantum state
superposition principle and provides an exponential-scale computation space in the n-qubit
linear physical space. Therefore quantum computation can effectively increase the
computing speed of some important classical functions. So it is possible to obtain significant
result through fusing quantum computation into reinforcement learning theory.
⎡0 1 ⎤
U NOT = ⎢ ⎥ (7)
⎣1 0 ⎦
When a quantum NOT gate is applied on a single qubit with state | ψ 〉 = α | 0〉 + β | 1〉 ,
then the output will become | ψ 〉 = α | 1〉 + β | 0〉 . The symbol for the NOT gate is drawn
in Fig.1 (a).
The Hadamard gate is one of the most useful quantum gates and can be represented as:
1 ⎡1 1 ⎤
H= ⎢ ⎥ (8)
2 ⎣1 - 1⎦
Through the Hadamard gate, a qubit in the state | 0〉 is transformed into a superposition
state in the two states, i.e.
1 ⎡1 1 ⎤⎛1 ⎞ 1 ⎛1⎞ 1 1
H | 0〉 ≡ ⎢1 − 1⎥⎜⎜ 0 ⎟⎟ = ⎜⎜ ⎟⎟ = | 0〉 + | 1〉 (9)
2⎣ ⎦⎝ ⎠ 2 ⎝1⎠ 2 2
Another important gate is phase gate which can be expressed as
⎡1 0 ⎤
Up = ⎢ ⎥ (10)
⎣0 i ⎦
Up generates a relative phase π between the two basis states of the input state, i.e.
U p | ψ 〉 = α | 0〉 + iβ | 1〉 (11)
Superposition-Inspired Reinforcement Learning and Quantum Reinforcement Learning 63
The CNOT gate acts on two qubits simultaneously and can be represented by the following
matrix:
⎡1 0 0 0⎤
⎢0 1 0 0⎥⎥
U CNOT =⎢ (12)
⎢0 0 0 1⎥
⎢ ⎥
⎣0 0 1 0⎦
The symbol for the CNOT gate is shown as in Fig.1 (b). If the first control qubit is equal to
| 1〉 , then CNOT gate flips the target (second) qubit. Otherwise the target remains
unaffected. This can be described as follows:
⎧U CNOT 00 = 00
⎪
⎪U CNOT 01 = 01
⎨ (13)
⎪U CNOT 10 = 11
⎪U = 10
⎩ CNOT 11
Just like AND and NOT form a universal set for classical boolen circuits, the CNOT gate
combined with one qubit rotation gate can implement any kind of quantum calculation.
(a)
(b)
Fig. 1. Symbols for NOT and CNOT gate
environment (inside and outside of the agent) s t , and then choose an action a t . After
executing the action, the agent receives a reward rt +1 , which reflects how good that action is
(in a short-term sense).
The goal of reinforcement learning is to learn a mapping from states to actions, that is to say,
the agent is to learn a policy π : S × ∪i∈S A(i ) → [0,1] , so that expected sum of
discounted reward of each state will be maximized:
= ∑ π (s, a)[r
a∈As
s
a
+ γ ∑ pssa 'V(πs ') ]
s'
for state transition and rsa = E{rt +1 | st = s, at = a} is expected one-step reward. Then
we have the optimal state-value function
*
In dynamic programming, (15) is also called Bellman equation of V .
As for state-action pairs, there are similar value functions and Bellman equations, where
Q π ( s, a ) stands for the value of taking action a in state s under policy π:
Q(πs ,a ) = E{rt +1 + γrt +2 + γ 2 rt +3 + K | st = s, at = a, π }
= rsa + γ ∑ pssa 'V π ( s ' ) (17)
s'
Q(*s ,a ) = max Q( s ,a ) = rsa + γ ∑ pssa ' max Q(*s ',a ') (18)
π a'
s'
Let α be the learning rate, the one-step update rule of Q-learning (a widely used
reinforcement learning algorithm) (Watkins & Dayan, 1992) is:
Besides Q-learning, there are also many other RL algorithms such as temporal
difference (TD), SARSA and multi-step version of these algorithms. For more detail,
please refer to (Sutton & Barto, 1998).
To approach the optimal policy effectively and efficiently, the RL algorithms always
need a certain exploration strategy. One widely used exploration strategy is ε -
greedy (ε ∈ [0,1)) , where the optimal action is selected with probability 1 − ε and a
random action is selected with probability ε . Sutton and Barto (Sutton & Barto, 1998)
have compared the performance of RL for different ε , which shows that a nonzero ε
is usually better than ε = 0 (i.e., blind greedy strategy). Moreover, the exploration
probability ε can be reduced over time, which moves the agent from exploration to
exploitation. The ε -greedy method is simple and effective, but it has one drawback
that when it explores it chooses equally among all actions. This means that it makes no
difference to choose the worst action or the next-to-best action. Another problem is that
it is difficult to choose a proper parameter ε which can offer the optimal balancing
between exploration and exploitation.
Another kind of action selection methods are randomized strategies, such as Boltzmann
exploration (i.e., Softmax method) (Sutton & Barto, 1998) and Simulated Annealing (SA)
method (Guo et al., 2004). It uses a positive parameter τ called the temperature and
chooses action with the probability proportional to exp(Q( s ,a ) / τ ) . Compared with ε -
greedy method, the greedy action is still given the highest selection probability, but all
the others are ranked and weighted according to their value estimates. It can also move
from exploration to exploitation by adjusting the "temperature" parameter τ . It is
natural to sample actions according to this distribution, but it is very difficult to set and
adjust a good parameter τ and may converge unnecessarily slowly unless the
parameter τ is manually tuned with great care. It also has another potential
shortcoming that it may works badly when the values of the actions are close and the
best action can not be separated from the others. A third problem is that when the
parameter τ is reduced over time to acquire more exploitation, there is no effective
mechanism to guarantee re-exploration when necessary.
Therefore, the existing exploration strategies usually suffer from the difficulties to hold
the good balancing between exploration and exploitation and to provide an easy
method of parameter setting. Hence new ideas are necessary to explore more effective
exploration strategies to achieve better performance. Inspired by the main
characteristics of quantum computation, we present the SIRL algorithm with a
probabilistic exploration policy.
3.2 Superposition-inspired RL
The exploration strategy for SIRL is inspired by the state superposition principle of a
quantum system and collapse postulate, where a combined action form is adopted to
provide a probabilistic mechanism for each state in the SIRL system. At state s , the
action to be selected is represented as:
m
c1 c2 c c
as = f ( s ) = + + ... + m = ∑ i (20)
a1 a2 am i=1 ai
66 Reinforcement Learning: Theory and Applications
m
Where ∑c
i =1
i = 1 , 0 ≤ ci ≤ 1 , i = 1,2,...m . as is the action to be selected at state s and
the action selection set is {a1 , a2 ,..., am } . Equation (20) is not for numerical computation
and it just means that at the state s , the agent will choose the action ai with the occurrence
After the execution of action ai from state s , the corresponding probability ci is updated
according to the immediate reward r and the estimated value of the next state V ( s ' ) .
ci ← ci + k (r + V ( s ' )) (21)
where k is the updating step and the probability distribution (c1 , c2 ,..., cm ) is normalized
after each updating process. The procedural algorithm of standard SIRL is shown as in Fig.
2.
Procedural SIRL:
Initialize V ( s ) arbitrarily, π to the policy to be evaluated
m
c1 c2 c c
π : as = f ( s ) = + + ... + m = ∑ i
a1 a2 am i=1 ai
Repeat (for each episode):
Initialize s
Repeat (for each step of episode):
a ← action given by π for s
Take actiona : observe reward, r , and next state, s '
V ( s) ← V ( s ) + α [r + γV ( s' ) − V ( s)]
ci ← ci + k (r + V ( s ' ))
s ← s'
until s is terminal
until the learning process ends
Fig. 2. A standard SIRL algorithm
In the SIRL algorithm, the exploration policy is accomplished through a probability
distribution over the action set. When the agent is going to choose an action at a certain
state, the action ai will be selected with probability ci , which is also updated along with
the value funcion updating. Comparing the SIRL algorithm with basic RL algorithms, the
main difference is that with the probabilistic exploration policy, the SIRL algorithm makes
better tradeoff between exporation and exploitation without bothering to tune it by the
designers.
Superposition-Inspired Reinforcement Learning and Quantum Reinforcement Learning 67
Fig. 3. A puzzle problem. The task is to move from start (S) to goal (G) with minimum
number of steps
68 Reinforcement Learning: Theory and Applications
Fig. 4. Performance of SIRL (the left figure) compared with TD algorithm (the right figure)
The experimental results of the SIRL method compared with TD method are plotted in Fig.
4. It is obvious that at the beginning phase SIRL with this superposition-inspired exploration
strategy learns extraordinarily fast, and then steadily converges to the optimal policy that
costs 40 steps to the goal G. The results show that the SIRL method makes a good tradeoff
between exploration and exploitation.
4.1 Representation
One of the most fundamental principles of quantum mechanics is the state superposition
principle. As we represent a QRL system with quantum concepts, similarly, we have the
following definitions and propositions for QRL.
Definition 1: (Eigenvalue of states or actions) States s or actions a in a RL system are
denoted as corresponding orthogonal quantum states | sn 〉 (or | a n 〉 ) and are called the
eigenvalue of states or actions in QRL.
Then we get the set of eigenvalues of states: S = {| s n 〉} and that of actions for state i:
A (i ) = {| a n 〉} .
Corollary 1: Every possible state | s〉 or action | a〉 can be expanded in terms of an
orthogonal complete set of functions, respectively. We have
| s〉 = ∑ β n | s n 〉 (22)
n
| a〉 = ∑ β n | a n 〉 (23)
n
eigenvalues of states and actions, respectively. And the βn in equation (22) is not
necessarily the same as the ones in equation (23), which just mean this corollary holds for
both of | s〉 and | a〉 . | β n | 2 means the probability of corresponding eigenvalues and
satisfies
∑| βn
n |2 = 1 (24)
Proof: (sketch)
(1) State space {| s〉} in QRL system is a N -dimension Hilbert space,
(2) States {| s n 〉} in traditional RL system are the eigenvalue of states | s〉 in QRL system,
(Definition 1)
70 Reinforcement Learning: Theory and Applications
Then {| sn 〉} are N linear independent vectors for this N -dimension Hilbert space,
according to the definition of Hilbert space, any possible state | s〉 can be expanded in
terms of the complete set of | s n 〉 . And it is the same for action space {| a〉} .
So the states and actions in QRL are different from those in traditional RL.
1. The sum of several states (or actions) does not have a definite meaning in traditional
RL, but the sum of states (or actions) in QRL is still a possible state (or action) of the
same quantum system, and it will simultaneously take on the superposition state of
some eigenvalues.
2. The measurement value of | s〉 relates to its probability density. When | s〉 takes on an
eigenstate | si 〉 , its value is exclusive. Otherwise, its value has the probability of | β i | 2
to be one of the eigenstate | si 〉 .
Like what has been described in Section 2, quantum computation is built upon the concept
of qubit. Now we consider the systems of multiple qubits and propose a formal
representation of them for QRL system.
Let Ns and Na be the numbers of states and actions respectively, then choose numbers m
and n, which are characterized by the following inequalities:
N s ≤ 2m ≤ 2N s , N a ≤ 2n ≤ 2N a (25)
And use m and n qubits to represent eigenstate set S={s} and eigenaction set A={a}
respectively:
⎡a1 a2 am ⎤
s: ⎢ ⋅ ⋅ ⋅ ⎥ , where | ai |2 + | bi |2 = 1 , i = 1,2,...m
⎣b1 b2 bm ⎦
⎡α 1 α 2 α n ⎤
a: ⎢ ⋅ ⋅ ⋅ ⎥ , where | α i |2 + | β i |2 = 1 , i = 1,2,...n
⎣ β1 β 2 βn ⎦
Thus the states and actions of a QRL system may lie in superposition states:
} m
11...1
| s ( m) 〉 = ∑C
s = 00L0
s | s〉 (26)
Superposition-Inspired Reinforcement Learning and Quantum Reinforcement Learning 71
} n
11...1
| a ( n) 〉 = ∑C
a =00L0
a | a〉 (27)
} m
11...1
∑| C
s = 00L0
s |2 = 1 (28)
} n
11...1
∑| C
a = 00L0
a |2 = 1 (29)
changed and collapse randomly into one |ψ n 〉 of its eigenstates with corresponding
probability | 〈ψ n | ψ 〉 | 2
:
| 〈ψ n | ψ 〉 |2 =| (| ψ n 〉 )* | ψ 〉 |2 =| β n |2 (31)
Then when an action | a s( n ) 〉 is measured, we will get | a〉 with the occurrence probability
2
of | Ca | . In QRL algorithm, we will amplify the probability of “good” action according to
corresponding rewards. It is obvious that the collapse action selection method is not a real
action selection method theoretically. It is just a fundamental phenomenon when a quantum
state is measured, which results in a good balancing between exploration and exploitation
and a natural “action selection” without setting parameters.
72 Reinforcement Learning: Theory and Applications
V ( s ) ← V ( s ) + α (r + V ( s ' ) − V ( s )) (32)
where α is learning rate, and r is the immediate reward. It is like parallel value updating
of traditional RL over all states, however, it provides an exponential-scale computation
space in the m-qubit linear physical space and can speed up the solutions of related
functions.
The reinforcement strategy is accomplished by changing the probability amplitudes of the
actions according to the updated value function. As we know that action selection is
executed by measuring action | a s( n ) 〉 related to certain state | s ( m ) 〉 , which will collapse to
| a〉 with the occurrence probability of | C a |2 . So it is no doubt that probability amplitude
updating is the key of recording the “trial-and-error” experience and learning to be more
intelligent. When an action | a〉 is executed, it should be able to memorize whether it is
“good” or “bad” by changing its probability amplitude C a . For more details, please refer to
(Chen et al., 2006a; Dong et al., 2006b; Dong et al., 2007b).
As action | a s( n ) 〉 is the superposition of n possible eigenactions, to find out | a〉 and to
change its probability amplitudes are usually interactional for a quantum system. So we
simply update the probability amplitude of | a s( n ) 〉 without searching | a〉 , which is
inspired by Grover’s searching algorithm (Grover, 1996).
The updating of probability amplitude is based on Grover iteration. First, prepare the
equally weighted superposition of all eigenactions
} n
11...1
1
| a0( n ) 〉 = ( ∑ | a〉 ) (33)
2n a =00L0
This process can be done easily by applying the Hadamard transformation to each qubit of
an initial state | a = 0〉 . We know that | a〉 is an eigenaction and can get
Superposition-Inspired Reinforcement Learning and Quantum Reinforcement Learning 73
1
〈 a | a0( n ) 〉 = (34)
2n
Now assume the eigenaction to be reinforced is | aj〉, and we can construct Grover
iteration through combining two reflections U aj and U a( n ) (Preskill, 1998; Nielsen &
0
Chuang, 2000)
U a j = I − 2 | a j 〉 〈a j | (35)
U a ( n ) = 2 | a 0( n ) 〉 〈 a 0( n ) | − I (36)
0
where I is unitary matrix. U aj flips the sign of the action | a j 〉 , but acts trivially on any
action orthogonal to | aj〉. This transformation has a simple geometrical interpretation.
Acting on any vector in the 2 n -dimensional Hilbert space, U a j reflects the vector about the
hyperplane orthogonal to | a j 〉 . On the other hand, U a ( n ) preserves | a0( n ) 〉 , but flips the
0
sign of any vector orthogonal to | a0( n ) 〉 . Grover iteration is the unitary transformation
U Grov = U a ( n ) U a j (37)
0
probability amplitude of the basis action | aj〉 while suppressing the amplitude of all other
actions. This can also be looked upon as a kind of rotation in two-dimensional space.
Applying Grover iteration U Grov for K times on | a0( n ) 〉 can be represented as
K
U Grov | a 0( n ) 〉 = sin((2 K + 1)θ ) | a j 〉 + cos((2 K + 1)θ ) | φ 〉 (38)
1
where | φ〉 = ∑ | a〉 , θ
2 − 1 a≠a j
n
satisfying sin θ = 1 / 2 n . Through repeating Grover
a
74 Reinforcement Learning: Theory and Applications
T T
lim ∑α k = ∞ , lim ∑α k2 < ∞ (39)
T →∞ T →∞
k =1 k =1
From the procedure of QRL in Fig. 6, we can see that the learning process of QRL is carried
out through parallel computation, which also provides a mechanism of parallel updating.
Sutton and Barto (Sutton & Barto, 1998) have pointed out that for the basic RL algorithms
the parallel updating does not affect such performances of RL as learning speed and
convergence in general. But we find that the parallel updating will speed up the learning
process for the RL algorithms with a hierarchical setting (Sutton et al., 1999; Barto &
Mahadevan, 2003; Chen et al., 2005), because the parallel updating rules give more chance to
the updating of the upper level learning process and this experience for the agent can work
as the “sub-goals” intrinsically that will speed up the lower learning process.
Superposition-Inspired Reinforcement Learning and Quantum Reinforcement Learning 75
Procedure QRL:
11L1 11L1
Initialize | s (m) 〉 = ∑ Cs | s〉 , f (s) =| as( n) 〉 =
s = 00L0
∑C
a = 00L0
a | a〉 and V ( s) arbitrarily
} n
67n8
11...1
1
H ⊗n | 00L 0〉 =
2n
∑ | a〉
a =00L0
(40)
The other operation is the conditional phase shift operation which is an important element
to carry out the Grover iteration. According to quantum information theory, this
transformation may be efficiently implemented using phase gates on a quantum computer.
The conditional phase shift operation does not change the probability of each state since the
square of the absolute value of the amplitude in each state stays the same.
prisoner II
Agree to give evidence Refuse to give evidence
Prisoner I
Fig. 6. The outcome (years in prison) of the Prisoners problem for each prisoner
Fig. 7. The whole outcome of the Prisoners problem (Sum of years in prison for both
prisoners)
78 Reinforcement Learning: Theory and Applications
| ψ ( t )〉 = Û | ψ (0)〉 (41)
ÛÛ + = Û + Û = I (42)
Assume the other transitions are impossible except the above transitions and corresponding
inverse transitions. If the initial state and the target state are | 11100〉 and | 11111〉
respectively, the following task is to find optimal control sequence through QRL.
Fig. 8. The grid representation for the quantum control problem of a five-qubit system
Therefor we first fill the eigenstates of five-qubit system in a grid room and they can be
described as shown in Fig. 8. Every eigenstate is arranged in a corresponding grid and the
hatched grid indicates that the corresponding state can not be attained. The two states with
a common side are mutually reachable through one-step control and other states can not
directly reach each other through one-step control. Now the task of the quantum learning
system is to find an optimal control sequence which will let the five-qubit system transform
from | 11100〉 to | 11111〉 . Using the QRL method proposed previously, we get the
results as shown in Fig. 9. And more experimental results are shown in Fig. 10 to
demonstrate its performance with different learning rates. From the results, it is obvious that
the control system can robustly find the optimal control sequence for the five-qubit system
through learning and the optimal control sequences are shown in Fig. 11. We can easily
obtain two optimal control sequences from Fig. 11:
80 Reinforcement Learning: Theory and Applications
Fig. 11. The control paths for the control of a five-qubit system
82 Reinforcement Learning: Theory and Applications
5. Conclusion
According to the existing problems in RL area, such as low learning speed and tradeoff
between exploration and exploitation, SIRL and QRL methods are introduced based on the
theory of RL and quantum computation in this chapter, which follows the developing
roadmap from the superposition-inspired methods to the RL methods in quantum systems.
Just as simulated annealing algorithm comes from mimicking the physical annealing
process, quantum characteristics also broaden our mind and provide alternative approaches
to novel RL methods.
In this chapter, SIRL method emphasizes the exploration policy and uses a probabilistic
action selection method that is inspired by the state superposition principle and collapse
postulate. The experiments, which include a puzzle problem and a mobile robot navigation
problem, demanstrate the effectiveness of SIRL algorithm and show that it is superior to
basic TD algorithm with ε -greedy policy. As for QRL, the state/action value is represented
with quantum superposition state and the action selection is carried out by observing
quantum state according to quantum collapse postulate, which means a QRL system is
designed for the real quantum system although it can also be simulated on a traditional
computer. The results of simulated experiments verified its feasibility and effectiveness with
two examples: Prisoner’s Dilemma and the control of a five-qubit system. The contents
presented in this chapter are mainly the basic ideas and methods related to the combination
of RL theory and quantum computation. More theoretic research and applictions are to be
investigated in the future.
6. References
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Chen, C.L. & Chen, Z.H. (2005). Reinforcement learning for mobile robot: from reaction to
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Chen, C.L.; Dong, D.Y. & Chen, Z.H. (2006a). Quantum computation for action selection
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Chen, C.L.; Dong, D.Y. & Chen, Z.H. (2006b). Grey reinforcement learning for incomplete
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