RL 1
RL 1
In On-Policy Every-Visit Monte Carlo Control, the agent updates the value
estimates of all occurrences of state-action pairs within each episode. This can
potentially lead to faster learning since it utilizes all experiences within an episode,
not just the first ones.
In summary, both On-Policy First-Visit and Every-Visit Monte Carlo Control are
techniques for learning optimal policies through value estimation. The difference lies
in how they handle the updating of state-action values during the learning process,
with first-visit methods updating only the first occurrence of a state-action pair per
episode, while every-visit methods updating all occurrences.
2. Green's Equation:
Green's equation is a partial differential equation (PDE) named after the British
mathematician George Green. It relates a second-order elliptic differential operator
(often the Laplacian operator) to a given function and its first-order derivatives.
Green's equation is typically expressed in the form of a boundary value problem.
Mathematically, Green's equation for a function u(x) in a domain Ω with boundary
∂Ω can be written as:
∇^2 u(x) + λ u(x) = f(x) in Ω
where ∇^2 represents the Laplacian operator, λ is a constant, and f(x) is a given
function. The equation is subject to appropriate boundary conditions on ∂Ω.
Green's equation has applications in various fields of physics and engineering,
particularly in problems involving diffusion, heat conduction, fluid flow, and
electromagnetism. It provides a mathematical framework for solving boundary value
problems by relating the behavior of a function within a domain to its behavior on
the boundary of that domain.
Green's functions, which are solutions to Green's equation with specific boundary
conditions, play a crucial role in solving differential equations, particularly in the
method of Green's functions or Green's function techniques.
In summary, Cauchy sequences are important in the theory of sequences and metric
spaces, while Green's equation is a fundamental partial differential equation with
applications in various fields of physics and engineering.
3. Describe Regression? Discuss different types of Regression.
-> In reinforcement learning (RL), regression refers to the process of fitting a model
to data in order to estimate or predict a value, typically a state-value function or
action-value function. The purpose of regression in RL is to approximate the
underlying relationship between states, actions, and expected returns, which helps in
making informed decisions about which actions to take in different states.
2. Polynomial Regression:
- Description: Polynomial regression extends linear regression by fitting a
polynomial function to the data. It allows for capturing non-linear relationships
between the input features and the target variable by introducing higher-order terms.
- Application in RL: Polynomial regression can be used to approximate complex
value functions that exhibit non-linear relationships between states and expected
returns.
3. Ridge Regression:
- Description: Ridge regression is a regularization technique used to prevent
overfitting by adding a penalty term to the regression loss function. It introduces a
regularization parameter (λ) that controls the strength of the regularization.
- Application in RL: Ridge regression can be applied in RL to avoid overfitting
when estimating the value function, especially in cases where the number of features
is large compared to the number of data points.
4. Lasso Regression:
- Description: Lasso regression (Least Absolute Shrinkage and Selection Operator)
is another regularization technique that adds a penalty term to the regression loss
function. It differs from ridge regression in that it uses the L1 norm penalty, which
encourages sparsity in the coefficient estimates.
- Application in RL: Lasso regression can be used in RL to perform feature selection
and reduce the complexity of the value function approximation by shrinking
irrelevant or redundant features to zero.
5. Kernel Regression:
- Description: Kernel regression is a non-parametric regression technique that
estimates the target variable by averaging the values of nearby data points, weighted
by a kernel function. It is particularly useful for estimating value functions in high-
dimensional or continuous state spaces.
- Application in RL: Kernel regression can be applied in RL to approximate the
value function in environments with complex and continuous state spaces, where
traditional parametric regression models may not be suitable.
Each type of regression has its own strengths and weaknesses, and the choice of
regression method depends on the specific characteristics of the problem at hand,
such as the complexity of the value function and the dimensionality of the state
space. In RL, regression techniques are used to approximate value
functions and policy functions, enabling agents to learn and make
decisions in complex and uncertain environments.
4. Describe how Dynamic Programming methods compute optimal value
functions.
3. Iterative Update:
a. Policy Evaluation: In this step, the algorithm evaluates the value function for
a given policy. It computes the value of each state under the current policy by
iteratively updating the value estimates until they converge. This step involves
solving the Bellman expectation equation, which expresses the relationship
between the value of a state and the values of its successor states under the
current policy. The most common method for policy evaluation is iterative policy
evaluation, where the value estimates are updated iteratively until they converge
to their true values.
b. Policy Improvement: After the value function has been evaluated, the
algorithm improves the policy by greedily selecting actions that maximize the
expected cumulative reward based on the current value estimates. This step
involves updating the policy to be greedy with respect to the current value
function.
5. Extract the Optimal Policy: Once the value function has converged, the optimal
policy can be derived by selecting actions that maximize the expected cumulative
reward at each state based on the optimal value function.
1. Policy Iteration:
Policy Iteration is an iterative algorithm that alternates between two steps: policy
evaluation and policy improvement.
- Policy Evaluation: In this step, the algorithm evaluates the value function for a
given policy. It computes the value of each state under the current policy by
iteratively updating the value estimates until they converge. This step involves
solving a system of linear equations or using iterative methods like iterative policy
evaluation or TD learning.
- Policy Improvement: After the value function has been evaluated, the algorithm
improves the policy by greedily selecting actions that maximize the expected
cumulative reward based on the current value estimates. This step involves updating
the policy to be greedy with respect to the current value function.
The process of policy evaluation and policy improvement continues iteratively until
the policy no longer changes, indicating convergence to the optimal policy.
2. Value Iteration:
Value Iteration is another iterative algorithm that directly computes the optimal
value function and derives the optimal policy from it.
- Value Iteration: In this step, the algorithm iteratively updates the value estimates
for each state by considering the maximum expected cumulative reward achievable
from each state. At each iteration, the algorithm updates the value estimates using
the Bellman optimality equation:
where:
- V(s) is the value of state s.
- max_a indicates the maximum over all possible actions a.
- P(s' | s, a) is the transition probability from state s to s' under action a.
- R(s, a, s') is the immediate reward obtained after transitioning from state s to s'
by taking action a.
- γ is the discount factor.
The algorithm continues to update the value estimates until they converge.
- Policy Extraction: Once the value estimates have converged, the optimal policy
can be derived by selecting actions that maximize the expected cumulative reward at
each state. This can be achieved by greedily selecting actions that lead to states with
the maximum value.
Both Policy Iteration and Value Iteration guarantee convergence to the optimal
policy in finite MDPs. However, Value Iteration typically converges faster since it
performs updates directly on the value function without explicitly evaluating a policy.
On the other hand, Policy Iteration may require fewer iterations to converge at each
step since it performs both policy evaluation and policy improvement
simultaneously.
6. Illustrating the effectiveness of Temporal Difference (TD) Learning in
Reinforcement Learning
One particularity of TD methods is that they update their value estimate every time
step, as opposed to MC methods that wait until the end of an episode.
Indeed, both methods have different update targets. MC methods aim to update
the return Gt, which is only available at the end of an episode. Instead, TD methods
target:
Temporal difference (TD) learning, which is a model-free learning algorithm, has two
important properties:
The TD learning algorithm was introduced by the great Richard Sutton in 1988. The
algorithm takes the benefits of both the Monte Carlo method and dynamic
programming (DP) into account:
Like the Monte Carlo method, it doesn’t require model dynamics, and
Like dynamic programming, it doesn’t need to wait until the end of the
episode to make an estimate of the value function
Instead, temporal difference learning approximates the current estimate based on the
previously learned estimate. This approach is also called bootstrapping.
We try to predict the state values in temporal difference learning, much like we did in
Monte Carlo prediction and dynamic programming prediction. In Monte Carlo
prediction, we estimate the value function by simply taking the mean return for each
state whereas in Dynamic Programming and TD learning, we update the value of a
previous state by the current state. But TD learning does not need model of the
environment unlike DP.
TD learning using something called a TD update rule for updating the value of a state:
This is the difference between the actual reward (r + Gamma * V(s’)) and the
expected reward V(s) multiplied by the learning rate alpha.
The learning rate, also called step size, is useful for convergence.
Since we take the difference between the actual and predicted values, this is like an
error. We can call it a TD error. Notice that the TD error at each time is the error in
the estimate made at that time. Because the TD error depends on the next state and
next reward, it is not actually available until one timestep later. Iteratively, we will try
to minimize this error.
1. SARSA (State-Action-Reward-State-Action):
SARSA is an on-policy TD control method, meaning it learns the value function for
the policy that is being followed. In SARSA, the agent observes the current state,
takes an action according to its policy, observes the reward and the next state, and
then takes another action based on its policy. The name SARSA comes from the
sequence of events: State, Action, Reward, State, Action.
SARSA updates its value function based on the observed transitions using the
following update rule:
Q(s, a) = Q(s, a) + α * (r + γ * Q(s', a') - Q(s, a))
where:
- Q(s, a) is the estimated value of taking action a in state s.
- r is the observed reward after taking action a in state s.
- s' is the next state after taking action a in state s.
- a' is the next action chosen according to the policy.
- α is the learning rate, determining the step size of the update.
- γ is the discount factor, representing the importance of future rewards.
SARSA ensures that the agent's policy converges to the optimal policy, given
enough exploration and exploitation.
2. Q-learning:
Q-learning is an off-policy TD control method, meaning it learns the value function
for the optimal policy regardless of the policy being followed. In Q-learning, the
agent observes the current state, takes an action according to its current policy (often
an exploration-exploitation strategy), observes the reward and the next state, and
then updates its value function based on the maximum value of the next state-action
pairs.
Q-learning updates its value function using the following update rule:
Q(s, a) = Q(s, a) + α * (r + γ * max(Q(s', a')) - Q(s, a))
where:
- Q(s, a) is the estimated value of taking action a in state s.
- r is the observed reward after taking action a in state s.
- s' is the next state after taking action a in state s.
- max(Q(s', a')) represents the maximum value of the next state-action pairs.
- α is the learning rate.
- γ is the discount factor.
Q-learning directly learns the optimal action-value function and can converge to
the optimal policy as long as all state-action pairs are visited infinitely often.