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Lec 10

This document describes reinforcement learning and some key algorithms. It introduces reinforcement learning concepts like states, actions, rewards, policies, and the tradeoff between exploration and exploitation. It covers model-based reinforcement learning which learns a model of the environment and then solves it, as well as model-free approaches like value iteration and Q-learning that directly learn values without an explicit model.

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0% found this document useful (0 votes)
13 views50 pages

Lec 10

This document describes reinforcement learning and some key algorithms. It introduces reinforcement learning concepts like states, actions, rewards, policies, and the tradeoff between exploration and exploitation. It covers model-based reinforcement learning which learns a model of the environment and then solves it, as well as model-free approaches like value iteration and Q-learning that directly learn values without an explicit model.

Uploaded by

daliYop
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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CS 188: Artificial Intelligence

Reinforcement Learning

Instructor: Pieter Abbeel


University of California, Berkeley
[Slides by Dan Klein, Pieter Abbeel, Anca Dragan. http://ai.berkeley.edu.]
Reinforcement Learning
Reinforcement Learning

Agent

State: s
Reward: r Actions: a

Environment

o Basic idea:
o Receive feedback in the form of rewards
o Agent’s utility is defined by the reward function
o Must (learn to) act so as to maximize expected rewards
o All learning is based on observed samples of outcomes!
Reinforcement Learning
o Still assume a Markov decision process (MDP):
o A set of states s Î S
o A set of actions (per state) A
o A model T(s,a,s’)
o A reward function R(s,a,s’)
o Still looking for a policy p(s)

o New twist: don’t know T or R


o I.e. we don’t know which states are good or what the actions do
o Must actually try actions and states out to learn
Offline (MDPs) vs. Online (RL)

Offline Solution Online Learning


Example: Learning to Walk

Initial A Learning Trial After Learning [1K Trials]

[Kohl and Stone, ICRA 2004]


Example: Learning to Walk

[Kohl and Stone, ICRA 2004]


Initial
[Video: AIBO WALK – initial]
Example: Learning to Walk

[Kohl and Stone, ICRA 2004]


Training
[Video: AIBO WALK – training]
Example: Learning to Walk

[Kohl and Stone, ICRA 2004]


Finished
[Video: AIBO WALK – finished]
The Crawler!

[Demo: Crawler Bot (L10D1)] [You, in Project 3]


Video of Demo Crawler Bot
DeepMind Atari (©Two Minute Lectures)

14
Reinforcement Learning -- Overview
o Passive Reinforcement Learning (= how to learn from experiences)
o Model-based Passive RL
o Learn the MDP model from experiences, then solve the MDP
o Model-free Passive RL
o Forego learning the MDP model, directly learn V or Q:
o Value learning – learns value of a fixed policy; 2 approaches: Direct Evaluation & TD Learning
o Q learning – learns Q values of the optimal policy (uses a Q version of TD Learning)

o Active Reinforcement Learning (= agent also needs to decide how to


collect experiences)
o Key challenges:
o How to efficiently explore?
o How to trade off exploration <> exploitation
o Applies to both model-based and model-free. In CS188 we’ll cover only in
context of Q-learning
Reinforcement Learning -- Overview
o Passive Reinforcement Learning (= how to learn from experiences)
o Model-based Passive RL
o Learn the MDP model from experiences, then solve the MDP
o Model-free Passive RL
o Forego learning the MDP model, directly learn V or Q:
o Value learning – learns value of a fixed policy; 2 approaches: Direct Evaluation & TD Learning
o Q learning – learns Q values of the optimal policy (uses a Q version of TD Learning)

o Active Reinforcement Learning (= agent also needs to decide how to


collect experiences)
o Key challenges:
o How to efficiently explore?
o How to trade off exploration <> exploitation
o Applies to both model-based and model-free. In CS188 we’ll cover only in
context of Q-learning
Model-Based Reinforcement Learning
Model-Based Reinforcement Learning
o Model-Based Idea:
o Learn an approximate model based on experiences
o Solve for values as if the learned model were correct

o Step 1: Learn empirical MDP model


o Count outcomes s’ for each s, a
o Normalize to give an estimate of
o Discover each when we experience (s, a, s’)

o Step 2: Solve the learned MDP


o For example, use value iteration, as before

(and repeat as needed)


Example: Model-Based RL
Input Policy p Observed Episodes (Training) Learned Model
Episode 1 Episode 2 T(s,a,s’).
B, east, C, -1 B, east, C, -1 T(B, east, C) = 1.00
A T(C, east, D) = 0.75
C, east, D, -1 C, east, D, -1
T(C, east, A) = 0.25
D, exit, x, +10 D, exit, x, +10 …
B C D
Episode 3 Episode 4 R(s,a,s’).
E R(B, east, C) = -1
E, north, C, -1 E, north, C, -1
R(C, east, D) = -1
C, east, D, -1 C, east, A, -1 R(D, exit, x) = +10
Assume: g = 1 D, exit, x, +10 A, exit, x, -10 …
Analogy: Expected Age
Goal: Compute expected age of cs188 students
Known P(A)

Without P(A), instead collect samples [a1, a2, … aN]

Unknown P(A): “Model Based” Unknown P(A): “Model Free”

Why does this Why does this


work? Because work? Because
eventually you samples appear
learn the right with the right
model. frequencies.
Reinforcement Learning -- Overview
o Passive Reinforcement Learning (= how to learn from experiences)
o Model-based Passive RL
o Learn the MDP model from experiences, then solve the MDP
o Model-free Passive RL
o Forego learning the MDP model, directly learn V or Q:
o Value learning – learns value of a fixed policy; 2 approaches: Direct Evaluation & TD Learning
o Q learning – learns Q values of the optimal policy (uses a Q version of TD Learning)

o Active Reinforcement Learning (= agent also needs to decide how to


collect experiences)
o Key challenges:
o How to efficiently explore?
o How to trade off exploration <> exploitation
o Applies to both model-based and model-free. In CS188 we’ll cover only in
context of Q-learning
Passive Model-Free Reinforcement Learning
Passive Model-Free Reinforcement Learning
o Simplified task: policy evaluation
o Input: a fixed policy p(s)
o You don’t know the transitions T(s,a,s’)
o You don’t know the rewards R(s,a,s’)
o Goal: learn the state values

o In this case:
o Learner is “along for the ride”
o No choice about what actions to take
o Just execute the policy and learn from experience
o This is NOT offline planning! You actually take actions in the world.
Direct Evaluation

o Goal: Compute values for each state under p

o Idea: Average together observed sample


values
o Act according to p
o Every time you visit a state, write down what the
sum of discounted rewards turned out to be
o Average those samples

o This is called direct evaluation


Example: Direct Evaluation
Input Policy p Observed Episodes (Training) Output Values
Episode 1 Episode 2
B, east, C, -1 B, east, C, -1 -10
A C, east, D, -1 C, east, D, -1 A
D, exit, x, +10 D, exit, x, +10
+8 +4 +10
B C D B C D
Episode 3 Episode 4 -2
E E, north, C, -1 E
E, north, C, -1
C, east, D, -1 C, east, A, -1
D, exit, x, +10 A, exit, x, -10 If B and E both go to C
Assume: g = 1
under this policy, how can
their values be different?
Problems with Direct Evaluation
o What’s good about direct evaluation? Output Values
o It’s easy to understand
o It doesn’t require any knowledge of T, R -10
A
o It eventually computes the correct average
values, using just sample transitions +8 +4 +10
B C D
-2
o What bad about it? E
o It wastes information about state connections
If B and E both go to C
o Each state must be learned separately
under this policy, how can
o So, it takes a long time to learn their values be different?
Reinforcement Learning -- Overview
o Passive Reinforcement Learning (= how to learn from experiences)
o Model-based Passive RL
o Learn the MDP model from experiences, then solve the MDP
o Model-free Passive RL
o Forego learning the MDP model, directly learn V or Q:
o Value learning – learns value of a fixed policy; 2 approaches: Direct Evaluation & TD Learning
o Q learning – learns Q values of the optimal policy (uses a Q version of TD Learning)

o Active Reinforcement Learning (= agent also needs to decide how to


collect experiences)
o Key challenges:
o How to efficiently explore?
o How to trade off exploration <> exploitation
o Applies to both model-based and model-free. In CS188 we’ll cover only in
context of Q-learning
Temporal Difference Value Learning
Why Not Use Policy Evaluation?
o Simplified Bellman updates calculate V for a fixed policy: s
o Each round, replace V with a one-step-look-ahead layer over V
p(s)
s, p(s)

s, p(s),s’
s’
o This approach fully exploited the connections between the states
o Unfortunately, we need T and R to do it!

o Key question: how can we do this update to V without knowing T and R?


o In other words, how to we take a weighted average without knowing the weights?
Sample-Based Policy Evaluation?
o We want to improve our estimate of V by computing these averages:

o Idea: Take samples of outcomes s’ (by doing the action!) and average
s
p(s)
s, p(s)

s, p(s),s’
s2' s1'
s' s3'

Almost! But we can’t


rewind time to get sample
after sample from state s.
Temporal Difference Value Learning
o Big idea: learn from every experience! s
o Update V(s) each time we experience a transition (s, a, s’, r)
p(s)
o Likely outcomes s’ will contribute updates more often
s, p(s)
o Temporal difference learning of values
o Policy still fixed, still doing evaluation! s’
o Move values toward value of whatever successor occurs: running
average
Sample of V(s):

Update to V(s):

Same update:
Exponential Moving Average
o Exponential moving average
o The running interpolation update:

o Makes recent samples more important

o Forgets about the past (distant past values were wrong anyway)

o Decreasing learning rate (alpha) can give converging averages


Example: Temporal Difference Value Learning
States Observed Transitions

B, east, C, -2 C, east, D, -2

A 0 0 0

B C D 0 0 8 -1 0 8 -1 3 8

E 0 0 0

Assume: g = 1, α = 1/2
Problems with TD Value Learning

o TD value leaning is a model-free way to do policy evaluation,


mimicking Bellman updates with running sample averages
o However, if we want to turn values into a (new) policy, we’re sunk:

s
a
s, a

o Idea: learn Q-values, not values s,a,s’


o Makes action selection model-free too! s’
Reinforcement Learning -- Overview
o Passive Reinforcement Learning (= how to learn from experiences)
o Model-based Passive RL
o Learn the MDP model from experiences, then solve the MDP
o Model-free Passive RL
o Forego learning the MDP model, directly learn V or Q:
o Value learning – learns value of a fixed policy; 2 approaches: Direct Evaluation & TD Learning
o Q learning – learns Q values of the optimal policy (uses a Q version of TD Learning)

o Active Reinforcement Learning (= agent also needs to decide how to


collect experiences)
o Key challenges:
o How to efficiently explore?
o How to trade off exploration <> exploitation
o Applies to both model-based and model-free. In CS188 we’ll cover only in
context of Q-learning
Q-Value Iteration
o Value iteration: find successive (depth-limited) values
o Start with V0(s) = 0, which we know is right
o Given Vk, calculate the depth k+1 values for all states:

o But Q-values are more useful, so compute them instead


o Start with Q0(s,a) = 0, which we know is right
o Given Qk, calculate the depth k+1 q-values for all q-states:
Q-Learning
o Q-Learning: sample-based Q-value iteration

o Learn Q(s,a) values as you go


o Receive a sample (s,a,s’,r)
o Consider your old estimate:
o Consider your new sample estimate:
no longer policy
evaluation!

o Incorporate the new estimate into a running average:

[Demo: Q-learning – gridworld (L10D2)]


[Demo: Q-learning – crawler (L10D3)]
Q-Learning Properties
o Amazing result: Q-learning converges to optimal policy --
even if you’re acting suboptimally!

o This is called off-policy learning

o Caveats:
o You have to explore enough
o You have to eventually make the learning rate
small enough
o … but not decrease it too quickly
o Basically, in the limit, it doesn’t matter how you select actions (!)
Video of Demo Q-Learning -- Gridworld
Video of Demo Q-Learning -- Crawler
Reinforcement Learning -- Overview
o Passive Reinforcement Learning (= how to learn from experiences)
o Model-based Passive RL
o Learn the MDP model from experiences, then solve the MDP
o Model-free Passive RL
o Forego learning the MDP model, directly learn V or Q:
o Value learning – learns value of a fixed policy; 2 approaches: Direct Evaluation & TD Learning
o Q learning – learns Q values of the optimal policy (uses a Q version of TD Learning)

o Active Reinforcement Learning (= agent also needs to decide how


to collect experiences)
o Key challenges:
o How to efficiently explore?
o How to trade off exploration <> exploitation
o Applies to both model-based and model-free. In CS188 we’ll cover only in
context of Q-learning
Active Reinforcement Learning
Active Reinforcement Learning
o Full reinforcement learning: optimal policies (like value
iteration)
o You don’t know the transitions T(s,a,s’)
o You don’t know the rewards R(s,a,s’)
o You choose the actions now
o Goal: learn the optimal policy / values

o In this case:
o Learner makes choices!
o Fundamental tradeoff: exploration vs. exploitation
o This is NOT offline planning! You actually take actions in the world
and find out what happens…
Exploration vs. Exploitation
Video of Demo Q-learning – Manual Exploration – Bridge
Grid
How to Explore?
o Several schemes for forcing exploration
o Simplest: random actions (e-greedy)
o Every time step, flip a coin
o With (small) probability e, act randomly
o With (large) probability 1-e, act on current policy

o Problems with random actions?


o You do eventually explore the space, but keep
thrashing around once learning is done
o One solution: lower e over time
o Another solution: exploration functions
[Demo: Q-learning – manual exploration – bridge grid (L10D5)]
[Demo: Q-learning – epsilon-greedy -- crawler (L10D3)]
Video of Demo Q-learning – Epsilon-Greedy – Crawler
Exploration Functions
o When to explore?
o Random actions: explore a fixed amount
o Better idea: explore areas whose badness is not
(yet) established, eventually stop exploring

o Exploration function
o Takes a value estimate u and a visit count n, and
returns an optimistic utility, e.g.
Regular Q-Update:
Modified Q-Update:

o Note: this propagates the “bonus” back to states that lead to unknown states
as well! [Demo: exploration – Q-learning – crawler – exploration function (L10D4)]
Video of Demo Q-learning – Exploration Function –
Crawler
Regret
o Even if you learn the optimal
policy, you still make mistakes
along the way!
o Regret is a measure of your total
mistake cost: the difference
between your (expected) rewards,
including youthful suboptimality,
and optimal (expected) rewards
o Minimizing regret goes beyond
learning to be optimal – it requires
optimally learning to be optimal
o Example: random exploration and
exploration functions both end up
optimal, but random exploration
has higher regret
Reinforcement Learning -- Overview
o Passive Reinforcement Learning (= how to learn from experiences)
o Model-based Passive RL
o Learn the MDP model from experiences, then solve the MDP
o Model-free Passive RL
o Forego learning the MDP model, directly learn V or Q:
o Value learning – learns value of a fixed policy; 2 approaches: Direct Evaluation & TD Learning
o Q learning – learns Q values of the optimal policy (uses a Q version of TD Learning)

o Active Reinforcement Learning (= agent also needs to decide how to


collect experiences)
o Key challenges:
o How to efficiently explore?
o How to trade off exploration <> exploitation
o Applies to both model-based and model-free. In CS188 we’ll cover only in
context of Q-learning
Discussion: Model-Based vs Model-Free RL

53

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