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RL 1

The document discusses On-Policy First-Visit and Every-Visit Monte Carlo control methods for reinforcement learning. The key difference is that first-visit methods only update value estimates for the first occurrence of a state-action pair in an episode, while every-visit methods update values for all occurrences.

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0% found this document useful (0 votes)
32 views12 pages

RL 1

The document discusses On-Policy First-Visit and Every-Visit Monte Carlo control methods for reinforcement learning. The key difference is that first-visit methods only update value estimates for the first occurrence of a state-action pair in an episode, while every-visit methods update values for all occurrences.

Uploaded by

Sushant Vyas
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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1.

Analyse the concepts of On-Policy First-Visit and Every-Visit Monte


Carlo (MC) Control.
-> On-Policy First-Visit and Every-Visit Monte Carlo (MC) Control are both
techniques used in reinforcement learning for estimating the value functions of
states and action-state pairs. These methods are based on the Monte Carlo approach,
which learns from experience by averaging sampled returns. Let's analyze each
concept individually:

1. On-Policy First-Visit Monte Carlo Control:


- On-Policy: In On-Policy methods, the agent learns about the policy it's currently
following. This means that the same policy used for interacting with the environment
is used for learning the value function.
- First-Visit: This refers to the fact that the agent only considers the first occurrence
of a state-action pair in a trajectory when updating its value estimates. In other
words, it only updates the value of a state-action pair when it first visits that pair in a
particular episode.
- Monte Carlo Control: This part implies that the agent is using Monte Carlo
methods for value estimation and policy improvement. In Monte Carlo Control, the
agent samples complete episodes, observes returns, and updates the value function
based on these returns. It then adjusts its policy to be more greedy with respect to the
updated value function.
In On-Policy First-Visit Monte Carlo Control, the agent learns by sampling
episodes, and for each episode, it only updates the value of a state-action pair if it's
the first visit to that pair within the episode. This method ensures that each
experience is utilized effectively for learning, without bias from repeated visits to the
same state-action pairs within the same episode.

2. On-Policy Every-Visit Monte Carlo Control:


- Every-Visit: In contrast to first-visit methods, every-visit methods update the
value estimates of all occurrences of state-action pairs within an episode. This means
that even if a state-action pair is visited multiple times within the same episode, its
value estimate is updated for each occurrence.
- Monte Carlo Control: As mentioned earlier, this involves using Monte Carlo
methods for value estimation and policy improvement.

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. Explain the Cauchy sequence and Greens equation.


->
1. Cauchy Sequence:
A Cauchy sequence is a sequence of numbers in which the terms become arbitrarily
close to each other as the sequence progresses. Formally, a sequence {a_n} is called a
Cauchy sequence if for any positive real number ε, there exists an index N such that
for all m, n > N, the absolute difference between a_m and a_n is less than ε.
Mathematically, this can be expressed as:
∀ ε > 0, ∃ N ∈ ℕ such that ∀ m, n > N, |a_m - a_n| < ε
In simpler terms, a Cauchy sequence is one in which the elements become closer
and closer together as the sequence progresses, with the difference between
consecutive elements approaching zero.
Cauchy sequences are important in real analysis and the theory of metric spaces. In
the context of real numbers, every convergent sequence is a Cauchy sequence, but
not every Cauchy sequence necessarily converges. Completeness of a metric space
refers to the property that every Cauchy sequence in the space converges to a limit
within the space.

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.

There are several types of regression commonly used in reinforcement learning:


1. Linear Regression:
- Description: Linear regression aims to fit a linear model to the data, where the
relationship between the input features and the target variable is assumed to be
linear. The goal is to find the coefficients that minimize the squared error between
the predicted values and the actual values.
- Application in RL: Linear regression can be used to approximate the value
function in RL, where the input features represent the state space and the target
variable represents the expected return.

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.

-> Dynamic Programming 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.

Dynamic Programming (DP) methods are a class of algorithms used to solve


optimization problems by breaking them down into smaller subproblems and
solving those subproblems iteratively. In the context of reinforcement learning
and Markov decision processes (MDPs), DP methods compute optimal value
functions, which represent the expected cumulative reward that an agent can
achieve from each state in the environment.

Here's how DP methods compute optimal value functions:

1. Define the Problem: The problem is formulated as an MDP, which consists of


states, actions, transition probabilities, immediate rewards, and a discount
factor. The goal is to find an optimal policy that maximizes the expected
cumulative reward over time.

2. Initialization: The value function is initialized for all states, typically to


arbitrary values or zeros.

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.

c. Policy Iteration or Value Iteration: DP methods typically alternate between


policy evaluation and policy improvement until convergence. Policy Iteration
involves iteratively performing policy evaluation and policy improvement steps
until the policy no longer changes, indicating convergence to the optimal policy.
Value Iteration, on the other hand, directly computes the optimal value function
by iteratively updating the value estimates using the Bellman optimality equation
until convergence. Once the value function has converged, the optimal policy can
be derived by selecting actions that maximize the expected cumulative reward at
each state.

4. Convergence: DP methods guarantee convergence to the optimal value


function and policy in finite MDPs. Convergence is typically assessed by
monitoring the changes in the value estimates or policy between iterations. The
process terminates when the value estimates or policy no longer change
significantly.

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.

Dynamic Programming methods, while computationally intensive for large state


spaces, are guaranteed to find the optimal solution in finite MDPs and serve as
the foundation for many reinforcement learning algorithms.

5. Explain Policy Iteration and Value Iteration algorithms.


-> Policy iteration and value iteration are both dynamic programming algorithms
that find an optimal policy in a reinforcement learning environment. They both
employ variations of Bellman updates and exploit one-step look-ahead:
n policy iteration, we start with a fixed policy. Conversely, in value iteration, we begin
by selecting the value function. Then, in both algorithms, we iteratively improve until
we reach convergence.
The policy iteration algorithm updates the policy. The value iteration algorithm
iterates over the value function instead. Still, both algorithms implicitly update the
policy and state value function in each iteration.
In each iteration, the policy iteration function goes through two phases. One phase
evaluates the policy, and the other one improves it. The value iteration function
covers these two phases by taking a maximum over the utility function for all
possible actions.
The value iteration algorithm is straightforward. It combines two phases of the policy
iteration into a single update operation. However, the value iteration function runs
through all possible actions at once to find the maximum action value. Subsequently,
the value iteration algorithm is computationally heavier.
Both algorithms are guaranteed to converge to an optimal policy in the end. Yet, the
policy iteration algorithm converges within fewer iterations. As a result, the policy
iteration is reported to conclude faster than the value iteration algorithm.
Policy Iteration and Value Iteration are two fundamental algorithms used in dynamic
programming for solving Markov decision processes (MDPs), a framework
commonly used in reinforcement learning. Both algorithms aim to find an optimal
policy for an agent to maximize its cumulative reward in an environment.

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:

V(s) = max_a Σ_s' P(s' | s, a) [R(s, a, s') + γ * V(s')]

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

-> Temporal-Difference Learning is a combination of Monte Carlo (MC)


and Dynamic Programming (DP) methods:

 Like MC methods, TD methods can learn from experience without


requiring a model of the environment’s dynamics.
 Like DP methods, TD methods update estimates after every step based
on other learned estimates without waiting for the outcome (this is
called bootstrapping).

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:

Where V is an estimate of the true value function Vπ.

Therefore, TD methods combine the sampling of MC (by using an estimate of the


true value) and the bootstrapping of DP (by updating V based on estimates relying
on further estimates).

Temporal difference (TD) learning, which is a model-free learning algorithm, has two
important properties:

 It doesn’t require the model dynamics to be known in advance


 It can be applied for non-episodic tasks as well

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:

value of a previous state = value of previous state + learning_rate * (reward +


discount_factor(value of current state) — value of previous 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.

In conclusion, TD methods present several advantages:

 They do not require a perfect model of the environment’s dynamics p


 They are implemented in an online fashion, updating the target after each
time step
 TD(0) is guaranteed to converge for any fixed policy π if α
(the learning rate or step size) follows stochastic
approximation conditions
7. Explain different types of TD control methods, such as SARSA and Q-
learning to improve decision-making policies.
-> Temporal Difference (TD) methods are a class of reinforcement learning
algorithms used to learn value functions or optimal policies directly from experience.
Two popular TD control methods are SARSA (State-Action-Reward-State-Action)
and Q-learning. Both methods aim to improve decision-making policies by iteratively
updating their estimates of the value of state-action pairs.

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.

Both SARSA and Q-learning are fundamental TD control methods used in


reinforcement learning. They differ in their approach to updating the value function
and in their policy selection strategies, making them suitable for different scenarios
and environments.

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