Reinforcement Learning Model Based Planning Dynamic Programming
Reinforcement Learning Model Based Planning Dynamic Programming
Introduction
Deep Reinforcement learning is responsible for the two biggest AI wins over human professionals – Alpha
Go and OpenAI Five. Championed by Google and Elon Musk, interest in this field has gradually increased in
recent years to the point where it’s a thriving area of research nowadays.
In this article, however, we will not talk about a typical RL setup but explore Dynamic Programming (DP).
DP is a collection of algorithms that can solve a problem where we have the perfect model of the
environment (i.e. probability distributions of any change happening in the problem setup are known) and
where an agent can only take discrete actions.
DP essentially solves a planning problem rather than a more general RL problem. The main difference, as
mentioned, is that for an RL problem the environment can be very complex and its specifics are not known
at all initially.
But before we dive into all that, let’s understand why you should learn dynamic programming in the first
place using an intuitive example.
Apart from being a good starting point for grasping reinforcement learning, dynamic programming can help
find optimal solutions to planning problems faced in the industry, with an important assumption that the
specifics of the environment are known. DP presents a good starting point to understand RL algorithms
that can solve more complex problems.
Sunny’s Motorbike Rental company
Sunny manages a motorbike rental company in Ladakh. Being near the highest motorable road in the world,
there is a lot of demand for motorbikes on rent from tourists. Within the town he has 2 locations where
tourists can come and get a bike on rent. If he is out of bikes at one location, then he loses business.
Bikes are rented out for Rs 1200 per day and are available for renting the day after they are returned.
Sunny can move the bikes from 1 location to another and incurs a cost of Rs 100
With experience Sunny has figured out the approximate probability distributions of demand and return
rates.
Number of bikes returned and requested at each location are given by functions g(n) and h(n)
respectively. In exact terms the probability that the number of bikes rented at both locations is n is
given by g(n) and probability that the number of bikes returned at both locations is n is given by h(n)
The problem that Sunny is trying to solve is to find out how many bikes he should move each day from 1
location to another so that he can maximise his earnings.
Here, we exactly know the environment (g(n) & h(n)) and this is the kind of problem in which dynamic
programming can come in handy. Similarly, if you can properly model the environment of your problem
where you can take discrete actions, then DP can help you find the optimal solution. In this article, we will
use DP to train an agent using Python to traverse a simple environment, while touching upon key concepts
in RL such as policy, reward, value function and more.
Table of Contents
3. Dynamic Programming
1. Policy Iteration
1. Policy Evaluation
2. Policy Improvement
2. Value Iteration
4. DP in action: Finding optimal policy for Frozen Lake environment using Python
1. Frozen Lake Environment
2. Policy Iteration in python
3. Value Iteration in python
Most of you must have played the tic-tac-toe game in your childhood. If not, you can grasp the rules of this
simple game from its wiki page. Suppose tic-tac-toe is your favourite game, but you have nobody to play it
with. So you decide to design a bot that can play this game with you. Some key questions are:
You sure can, but you will have to hardcode a lot of rules for each of the possible situations that might
arise in a game. However, an even more interesting question to answer is:
Can you train the bot to learn by playing against you several times? And that too without being explicitly
programmed to play tic-tac-toe efficiently?
First, the bot needs to understand the situation it is in. A tic-tac-toe has 9 spots to fill with an X
or O. Each different possible combination in the game will be a different situation for the bot,
based on which it will make the next move. Each of these scenarios as shown in the below
image is a different state.
Once the state is known, the bot must take an action in a way it considers to be optimum to
win the game (policy)
This move will result in a new scenario with new combinations of O’s and X’s which is a new
state and a numerical reward will be given based on the quality of move with the goal of
winning the game (cumulative reward)
For more clarity on the aforementioned reward, let us consider a match between bots O and X:
Consider the following situation encountered in tic-tac-toe:
If bot X puts X in the bottom right position for example, it results in the following situation:
Bot O would be rejoicing (Yes! They are programmed to show emotions) as it can win the match with just
one move. Now, we need to teach X not to do this again. So we give a negative reward or punishment to
reinforce the correct behaviour in the next trial. We say that this action in the given state would correspond
to a negative reward and should not be considered as an optimal action in this situation.
Similarly, a positive reward would be conferred to X if it stops O from winning in the next move:
Now that we understand the basic terminology, let’s talk about formalising this whole process using a
concept called a Markov Decision Process or MDP.
In other words, in the markov decision process setup, the environment’s response at time t+1 depends only
on the state and action representations at time t, and is independent of whatever happened in the past.
The above diagram clearly illustrates the iteration at each time step wherein the agent receives a reward
R t+1 and ends up in state St+1 based on its action A t at a particular state St . The overall goal for the agent
is to maximise the cumulative reward it receives in the long run. Total reward at any time instant t is given
by:
where T is the final time step of the episode. In the above equation, we see that all future rewards have
equal weight which might not be desirable. That’s where an additional concept of discounting comes into
the picture. Basically, we define γ as a discounting factor and each reward after the immediate reward is
discounted by this factor as follows:
For discount factor < 1, the rewards further in the future are getting diminished. This can be understood as
a tuning parameter which can be changed based on how much one wants to consider the long term (γ
close to 1) or short term (γ close to 0).
Can we use the reward function defined at each time step to define how good it is, to be in a given state for
a given policy? The value function denoted as v(s) under a policy π represents how good a state is for an
agent to be in. In other words, what is the average reward that the agent will get starting from the current
state under policy π?
E in the above equation represents the expected reward at each state if the agent follows policy π and S
represents the set of all possible states.
Policy, as discussed earlier, is the mapping of probabilities of taking each possible action at each state
(π(a/s)). The policy might also be deterministic when it tells you exactly what to do at each state and does
not give probabilities.
Now, it’s only intuitive that ‘the optimum policy’ can be reached if the value function is maximised for each
state. This optimal policy is then given by:
The above value function only characterizes a state. Can we also know how good an action is at a
particular state? A state-action value function, which is also called the q-value, does exactly that. We
define the value of action a, in state s, under a policy π, as:
This is the expected return the agent will get if it takes action At at time t, given state St, and thereafter
follows policy π.
Bellman was an applied mathematician who derived equations that help to solve an Markov Decision
Process.
Let’s go back to the state value function v and state-action value function q. Unroll the value function
equation to get:
In this equation, we have the value function for a given policy π represented in terms of the value function
of the next state.
Choose an action a, with probability π(a/s) at the state s, which leads to state s’ with prob p(s’/s,a). This
gives a reward [r + γ*v π (s)] as given in the square bracket above.
This is called the Bellman Expectation Equation. The value information from successor states is being
transferred back to the current state, and this can be represented efficiently by something called a backup
diagram as shown below.
The Bellman expectation equation averages over all the possibilities, weighting each by its probability of
occurring. It states that the value of the start state must equal the (discounted) value of the expected next
state, plus the reward expected along the way.
We have n (number of states) linear equations with unique solution to solve for each state s.
The goal here is to find the optimal policy, which when followed by the agent gets the maximum cumulative
reward. In other words, find a policy π, such that for no other π can the agent get a better expected return.
We want to find a policy which achieves maximum value for each state.
Note that we might not get a unique policy, as under any situation there can be 2 or more paths that have
the same return and are still optimal.
Optimal value function can be obtained by finding the action a which will lead to the maximum of q*. This
is called the bellman optimality equation for v*.
Intuitively, the Bellman optimality equation says that the value of each state under an optimal policy must
be the return the agent gets when it follows the best action as given by the optimal policy. For optimal
policy π*, the optimal value function is given by:
The value function for optimal policy can be solved through a non-linear system of equations. We can can
solve these efficiently using iterative methods that fall under the umbrella of dynamic programming.
Dynamic Programming
Dynamic programming algorithms solve a category of problems called planning problems. Herein given the
complete model and specifications of the environment (MDP), we can successfully find an optimal policy
for the agent to follow. It contains two main steps:
To solve a given MDP, the solution must have the components to:
To produce each successive approximation vk+1 from vk, iterative policy evaluation applies the same
operation to each state s. It replaces the old value of s with a new value obtained from the old values of the
successor states of s, and the expected immediate rewards, along all the one-step transitions possible
under the policy being evaluated, until it converges to the true value function of a given policy π.
Let us understand policy evaluation using the very popular example of Gridworld.
A bot is required to traverse a grid of 4×4 dimensions to reach its goal (1 or 16). Each step is associated
with a reward of -1. There are 2 terminal states here: 1 and 16 and 14 non-terminal states given by [2,3,
….,15]. Consider a random policy for which, at every state, the probability of every action {up, down, left,
right} is equal to 0.25. We will start with initialising v 0 for the random policy to all 0s.
This is definitely not very useful. Let’s calculate v 2 for all the states of 6:
Similarly, for all non-terminal states, v 1 (s) = -1.
For terminal states p(s’/s,a) = 0 and hence v k (1) = v k (16) = 0 for all k. So v 1 for the random policy is given
by:
As you can see, all the states marked in red in the above diagram are identical to 6 for the purpose of
calculating the value function. Hence, for all these states, v 2 (s) = -2.
For all the remaining states, i.e., 2, 5, 12 and 15, v 2 can be calculated as follows:
If we repeat this step several times, we get v π:
Using policy evaluation we have determined the value function v for an arbitrary policy π. We know how
good our current policy is. Now for some state s, we want to understand what is the impact of taking an
action a that does not pertain to policy π. Let’s say we select a in s, and after that we follow the original
policy π. The value of this way of behaving is represented as:
If this happens to be greater than the value function v π (s), it implies that the new policy π’ would be better
to take. We do this iteratively for all states to find the best policy. Note that in this case, the agent would
be following a greedy policy in the sense that it is looking only one step ahead.
Let’s get back to our example of gridworld. Using v π, the value function obtained for random policy π, we
can improve upon π by following the path of highest value (as shown in the figure below). We start with an
arbitrary policy, and for each state one step look-ahead is done to find the action leading to the state with
the highest value. This is done successively for each state.
As shown below for state 2, the optimal action is left which leads to the terminal state having a value . This
is the highest among all the next states (0,-18,-20). This is repeated for all states to find the new policy.
Overall, after the policy improvement step using v π , we get the new policy π’:
Looking at the new policy, it is clear that it’s much better than the random policy. However, we should
calculate v π ’ using the policy evaluation technique we discussed earlier to verify this point and for better
understanding.
Once the policy has been improved using v π to yield a better policy π’, we can then compute v π ’ to improve
it further to π’’. Repeated iterations are done to converge approximately to the true value function for a
given policy π (policy evaluation). Improving the policy as described in the policy improvement section is
called policy iteration.
In this way, the new policy is sure to be an improvement over the previous one and given enough iterations,
it will return the optimal policy. This sounds amazing but there is a drawback – each iteration in policy
iteration itself includes another iteration of policy evaluation that may require multiple sweeps through all
the states. Value iteration technique discussed in the next section provides a possible solution to this.
Value Iteration
We saw in the gridworld example that at around k = 10, we were already in a position to find the optimal
policy. So, instead of waiting for the policy evaluation step to converge exactly to the value function v π , we
could stop earlier.
We can also get the optimal policy with just 1 step of policy evaluation followed by updating the value
function repeatedly (but this time with the updates derived from bellman optimality equation). Let’s see
how this is done as a simple backup operation:
This is identical to the bellman update in policy evaluation, with the difference being that we are taking the
maximum over all actions. Once the updates are small enough, we can take the value function obtained as
final and estimate the optimal policy corresponding to that.
It is of utmost importance to first have a defined environment in order to test any kind of policy for solving
an MDP efficiently. Thankfully, OpenAI, a non profit research organization provides a large number of
environments to test and play with various reinforcement learning algorithms. To illustrate dynamic
programming here, we will use it to navigate the Frozen Lake environment.
The agent controls the movement of a character in a grid world. Some tiles of the grid are walkable, and
others lead to the agent falling into the water. Additionally, the movement direction of the agent is
uncertain and only partially depends on the chosen direction. The agent is rewarded for finding a walkable
path to a goal tile.
(S: starting point, safe), (F: frozen surface, safe), (H: hole, fall to your doom), (G: goal)
The idea is to reach the goal from the starting point by walking only on frozen surface and avoiding all the
holes. Installation details and documentation is available at this link.
Once gym library is installed, you can just open a jupyter notebook to get started.
Now, the env variable contains all the information regarding the frozen lake environment. Before we move
on, we need to understand what an episode is. An episode represents a trial by the agent in its pursuit to
reach the goal. An episode ends once the agent reaches a terminal state which in this case is either a hole
or the goal.
policy: 2D array of a size n(S) x n(A), each cell represents a probability of taking action a in state s.
theta: A threshold of a value function change. Once the update to value function is below this number
max_iterations: Maximum number of iterations to avoid letting the program run indefinitely
This function will return a vector of size nS, which represent a value function for each state.
Let’s start with the policy evaluation step. The objective is to converge to the true value function for a
given policy π. We will define a function that returns the required value function.
def policy_evaluation(policy, environment, discount_factor=1.0, theta=1e-9, max_iterations=1e9): # Number of
evaluation iterations evaluation_iterations = 1 # Initialize a value function for each state as zero V =
np.zeros(environment.nS) # Repeat until change in value is below the threshold for i in
range(int(max_iterations)): # Initialize a change of value function as zero delta = 0 # Iterate though each
state for state in range(environment.nS): # Initial a new value of current state v = 0 # Try all possible
actions which can be taken from this state for action, action_probability in enumerate(policy[state]): #
Check how good next state will be for state_probability, next_state, reward, terminated in
environment.P[state][action]: # Calculate the expected value v += action_probability * state_probability *
(reward + discount_factor * V[next_state]) # Calculate the absolute change of value function delta =
max(delta, np.abs(V[state] - v)) # Update value function V[state] = v evaluation_iterations += 1 # Terminate
if value change is insignificant if delta < theta: print(f'Policy evaluated in {evaluation_iterations}
iterations.') return V
Now coming to the policy improvement part of the policy iteration algorithm. We need a helper function
that does one step lookahead to calculate the state-value function. This will return an array of length nA
containing expected value of each action
Now, the overall policy iteration would be as described below. This will return a tuple (policy,V) which is the
optimal policy matrix and value function for each state.
Initialize counter of evaluated policies evaluated_policies = 1 # Repeat until convergence or critical number
of iterations reached for i in range(int(max_iterations)): stable_policy = True # Evaluate current policy V =
policy_evaluation(policy, environment, discount_factor=discount_factor) # Go through each state and try to
improve actions that were taken (policy Improvement) for state in range(environment.nS): # Choose the best
action in a current state under current policy current_action = np.argmax(policy[state]) # Look one step
ahead and evaluate if current action is optimal # We will try every possible action in a current state
The parameters are defined in the same manner for value iteration. The value iteration algorithm can be
similarly coded:
the best action for this state action_value = one_step_lookahead(environment, state, V, discount_factor) #
Select best action based on the highest state-action value best_action = np.argmax(action_value) # Update the
policy to perform a better action at a current state policy[state, best_action] = 1.0 return policy, V
Finally, let’s compare both methods to look at which of them works better in a practical setting. To do this,
we will try to learn the optimal policy for the frozen lake environment using both techniques described
above. Later, we will check which technique performed better based on the average return after 10,000
episodes.
We observe that value iteration has a better average reward and higher number of wins when it is run for
10,000 episodes.
End Notes
In this article, we became familiar with model based planning using dynamic programming, which given all
specifications of an environment, can find the best policy to take. I want to particularly mention the
brilliant book on RL by Sutton and Barto which is a bible for this technique and encourage people to refer
it. More importantly, you have taken the first step towards mastering reinforcement learning. Stay tuned for
more articles covering different algorithms within this exciting domain.
Article Url - https://www.analyticsvidhya.com/blog/2018/09/reinforcement-learning-model-based-
planning-dynamic-programming/
Ankit Choudhary
IIT Bombay Graduate with a Masters and Bachelors in Electrical Engineering.
I have previously worked as a lead decision scientist for Indian National Congress deploying statistical
models (Segmentation, K-Nearest Neighbours) to help party leadership/Team make data-driven
decisions.
My interest lies in putting data in heart of business for data-driven decision making.