Unit Iii Monte Carlo & Temporal Difference Methods
Unit Iii Monte Carlo & Temporal Difference Methods
Importance sampling: The agent needs to account for the differences in sampling
probabilities between the behavior policy (used to generate data) and the target
policy (being updated).
High variance: The estimated returns can have high variance, leading to slower
convergence and less stable learning.
Exploration dilemma: The agent needs to balance exploration (to gather diverse
data) and exploitation (to maximize rewards), which can be challenging in off-
policy settings where the agent can learn from suboptimal policies.
In off-policy Monte Carlo control, the agent generates episodes by following a
behavior policy, which can be different from the target policy that we want to
learn. The behavior policy is usually chosen to be exploratory, while the target
policy is the one we ultimately want to learn.
At each time-step, the agent records the state, action, and reward it receives,
until the episode terminates. Then, using the collected data, the agent estimates
the action-value function for the target policy by averaging the returns obtained
for each state-action pair across all episodes. This estimation is performed using
the Monte Carlo method, which involves sampling returns for each state-action
pair.
Once the agent has estimated the action-value function, it can use it to determine
the optimal policy by selecting the action that maximizes the expected return for
each state. The process is then repeated iteratively, with the agent using the
newly learned policy as the target policy and a different behavior policy for
generating episodes until the algorithm converges to the optimal policy .
One issue with this algorithm is that the sampling rate can be low, especially
when the returns are highly discounted. One way to improve the sampling rate is
to use importance sampling. In importance sampling, we re-weight the returns
obtained under the behavior policy to estimate the returns under the target
policy.
Here's the modified off-policy Monte Carlo control algorithm that uses importance
sampling:
Generate an episode using a behavior policy, recording the state, action, and
reward at each time-step.
Initialize the cumulative return G to 0
Initialize the importance sampling ratio rho to 1
For each time-step t in the episode, starting from the end:
Update the cumulative return G as G = gamma * G + reward(t+1), where
gamma is the discount factor.
Update the importance sampling ratio rho as rho = rho * pi(a(t+1)|s(t+1)) /
behavior(a(t+1)|s(t+1))
Increment the total return N(s, a) and the incremental return S(s, a) for the
state-action pair (s, a).
Update the action-value function Q(s, a) using the formula Q(s, a) = S(s, a) /
N(s, a) where S(s, a) is updated as S(s, a) = S(s, a) + rho * G
Update the target policy π by selecting the greedy policy with respect to the
action-value function, i.e., π(s) = argmax(Q(s, a)) for all s in the state space.
Repeat steps 2-3 until convergence.
In this modified algorithm, the importance sampling ratio rho is used to weight the
returns obtained under the behavior policy. This allows the algorithm to make
better use of the data generated under the behavior policy, improving the
sampling rate and the speed of convergence.
Temporal difference:
TD-Prediction Algorithm:
The TD algorithm is used for prediction problems, where the goal is to estimate
the value function for a given policy. Here's an overview of the TD prediction
algorithm:
1. Initialize the value function V(s) arbitrarily for all states s.
2. For each time-step in the episode:
Observe the current state s.
Select an action a using the behavior policy.
Observe the next state s' and the reward r.
Update the value function estimate for the current state using
the TD error:
TD_error = r + gamma * V(s') - V(s)
V(s) = V(s) + alpha * TD_error, where alpha is the step-size
parameter.
3. Repeat steps 2 until convergence.
One issue with this algorithm is that it can be slow to converge when the state
space is large, and it is not feasible to visit every state. One way to address this
problem is to use function approximation to generalize the estimates to unvisited
states.
Function approximation is used to estimate the value function V(s) using a set of
features phi(s). The goal is to find a weight vector w such that V(s) = w^T * phi(s).
The TD prediction algorithm can be modified to learn the weight vector w instead
of the value function V(s).
Here's the modified TD prediction algorithm with generalization of case sampling:
1. Initialize the weight vector w arbitrarily.
2. For each time-step in the episode:
Observe the current state s.
Select an action a using the behavior policy.
Observe the next state s' and the reward r.
Compute the TD error as:
TD_error = r + gamma * w^T * phi(s') - w^T * phi(s)
Update the weight vector w using stochastic gradient descent:
w = w + alpha * TD_error * phi(s)
3. Repeat steps 2-3 until convergence.
In this modified algorithm, the value function estimate is replaced with the linear
combination of features, and the weight vector is updated using stochastic
gradient descent. The features phi(s) are used to capture the important
characteristics of the state s that are relevant to the value function estimate.
Optimality of TD(0):
TD(0) is a temporal difference learning algorithm used in reinforcement learning
for estimating the value function of a policy. TD(0) is a model-free algorithm that
does not require knowledge of the dynamics or transition probabilities of the
environment, making it a popular choice in practice.
The optimality of TD(0) can be analyzed in terms of its convergence properties.
TD(0) is known to converge to the true value function of the policy, under the
following conditions:
1.The step-size parameter alpha is chosen appropriately. Specifically, alpha
should be chosen to satisfy the Robbins-Monro conditions, which ensure that the
learning rate decreases over time and that the sum of the learning rates is
infinite, but the sum of the squared learning rates is finite.
2.The learning rate alpha is small enough to ensure that the update rule for the
value function does not oscillate and that the error between the estimated value
function and the true value function is reduced over time.
Under these conditions, TD(0) is guaranteed to converge to the optimal value
function of the policy, which minimizes the expected discounted sum of rewards
over time.
The optimality of TD(0) with batch updating can be derived by considering the
expected update for a single state-action pair, assuming a stationary policy and a
Markovian environment. We can then generalize this analysis to show that TD(0)
with batch updating will converge to the optimal value function.
Let's consider a simple grid world example, where an agent starts in the top-left
corner of a grid and must navigate to the bottom-right corner while avoiding
obstacles. The agent receives a reward of +1 for reaching the goal and a reward
of -1 for hitting an obstacle. The agent can move in one of four directions: up,
down, left, or right.
We can define the value function for this task as the expected discounted sum of
rewards starting from each state:
V(s) = E [R_t+1 + gamma * V(S_t+1) | S_t = s]
where R_t+1 is the reward received at time t+1, gamma is the discount factor,
and V(S_t+1) is the value function estimate for the next state.
The update rule for TD(0) with batch updating is as follows:
V(s) = V(s) + alpha * (G_t - V(s))
where G_t is the discounted sum of rewards from time t to the end of the episode,
and alpha is the learning rate.
Assuming a stationary policy and a Markovian environment, we can write the
expected update for a single state-action pair as follows:
E[delta] = E[G_t - V(S_t)]
= E[R_t+1 + gamma * V(S_t+1) - V(S_t)]
= E[R_t+1 + gamma * E[V(S_t+1)] - V(S_t)] (by law of iterated expectations)
= E[R_t+1 + gamma * V(S_t) - V(S_t)] (assuming a stationary policy and
Markovian environment)
= E[R_t+1] + gamma * E[V(S_t)] - V(S_t)
= Q(s,a) - V(s)
where Q(s,a) is the expected value of taking action a in state s, and delta is the
TD error.
Using the above expression for delta, we can write the update rule as follows:
V(s) = V(s) + alpha * (Q(s,a) - V(s))
This update rule shows that TD(0) with batch updating updates the value function
estimate for a state based on the difference between the expected value of the
current state-action pair and the current value function estimate for the state.
Now, we can show that TD(0) with batch updating will converge to the optimal
value function using the following argument:
1. The expected update rule is a contraction mapping, meaning that it
maps any value function estimate to a closer estimate of the true
value function.
2. TD(0) with batch updating updates the value function estimate after
processing a batch of episodes, and so it is effectively using a Monte
Carlo method.
3. Monte Carlo methods converge to the optimal value function under
certain conditions, such as having a finite state space and ensuring
that all state-action pairs are visited with non-zero probability.
4. Therefore, TD(0) with batch updating will converge to the optimal
value function if it satisfies these conditions.
In summary, TD(0) with batch updating is an effective algorithm for estimating the
value function of a policy, and it will converge to the optimal value function under
certain conditions
Policy update: The agent updates its policy, which determines how it selects
actions from states, based on the updated Q-values. This is typically done using
an exploration-exploitation strategy, such as epsilon-greedy or softmax, where the
agent selects actions with the highest estimated Q-values with a certain
probability (exploitation) and selects random actions with a certain probability
(exploration).
SARSA is an on-policy method because it updates its policy based on the actions
taken by the agent during its interactions with the environment. It is also a TD
method because it updates its Q-values based on the difference between the
observed reward and the estimated Q-value of the next state-action pair, without
explicitly estimating the value function of states or the optimal policy.
TD(0) Control:
TD(0) control is a reinforcement learning algorithm that uses temporal difference
(TD) learning to estimate the optimal action-value function, which is the expected
return for taking a specific action in a specific state and then following the optimal
policy from the next state onward.
The key idea behind TD(0) control is to use TD learning to update the action-value
function incrementally after each time step. The update equation for TD(0) control
is:
Q(S_t, A_t) <- Q(S_t, A_t) + alpha*[R_{t+1} + gamma*Q(S_{t+1},
A_{t+1}) - Q(S_t, A_t)]
where Q(S_t, A_t) is the estimated value of taking action A_t in state S_t, alpha is
the step-size parameter that controls the size of the update, R_{t+1} is the
reward received after taking action A_t in state S_t and transitioning to state
S_{t+1}, gamma is the discount factor that determines the importance of future
rewards, and A_{t+1} is the action selected by the current policy in state
S_{t+1}.
In TD(0) control, the policy is typically an epsilon-greedy policy, meaning that with
probability epsilon, a random action is chosen, and with probability 1-epsilon, the
action with the highest estimated value is chosen. The value of epsilon is typically
decreased over time to encourage the agent to exploit its current knowledge
more and more.
TD(0) control has several advantages over other reinforcement learning
algorithms, such as Monte Carlo methods and TD(lambda) methods. One
advantage is that it can learn from incomplete episodes, meaning that it can
update the value estimates after each time step, even if the episode has not yet
terminated. Another advantage is that it can learn online, meaning that it can
update the value estimates as new experience is gathered. Finally, TD(0) control
has a lower variance than Monte Carlo methods, which can make it more efficient
in some settings.
TD(0) control also has some limitations.:
One limitation is that it is sensitive to the initial value estimates, which can lead to
suboptimal convergence. Another limitation is that it can be unstable in some
environments, leading to oscillations in the value estimates. Finally, it can be slow
to converge in large state spaces, which can limit its practical applicability.
Q-Learning:
Q-learning is a model-free reinforcement learning algorithm that allows an agent
to learn an optimal policy for decision-making in an environment by estimating
the Q-values, which represent the expected cumulative rewards of taking actions
from different states
Q-learning update the Q-values:
Q-learning updates the Q-values using the following formula:
Q(S, A) ← Q(S, A) + α * (R + γ * max Q(S', A') - Q(S, A))
where α is the learning rate, R is the immediate reward, γ is the discount factor,
and max Q(S', A') is the maximum Q-value of the next state-action pairs based on
the current estimates.
Exploration-Exploitation trade-off in Q-learning
The exploration-exploitation trade-off in Q-learning refers to the balance between
exploring new actions and exploiting the current best action. During learning, the
agent needs to explore different actions to discover their values, but also needs to
exploit the current best action to maximize rewards. This trade-off is typically
achieved using an exploration strategy, such as epsilon-greedy or softmax, which
determines the probability of selecting different actions. Convergence
Conditions for Q-learning:
1.The learning rate α is chosen to be sufficiently small.
2.The agent explores all state-action pairs infinitely often.
3.The environment is stationary, meaning the transition probabilities and rewards
do not change over time.
4.The state-action space is finite and the agent updates Q-values continuously
over many interactions with the environment.
Q-learning be applied to problems with continuous state or action
spaces:
Q-learning is originally designed for problems with discrete state and action
spaces. However, it can be extended to continuous state or action spaces using
function approximation techniques, such as using neural networks as function
approximators. This allows Q-learning to estimate Q-values for continuous state or
action spaces by generalizing from observed samples and enables its application
to a wide range of real-world problems.
Practical considerations and implementation issues in using Q-learning
in real-world applications:
One practical consideration is the exploration-exploitation trade-off. To learn a
good policy, the agent needs to explore the environment and try different actions
to discover the best ones. However, too much exploration can lead to inefficiency
and poor performance, while too little exploration can lead to suboptimal policies.
To address this issue, various exploration strategies such as epsilon-greedy,
softmax, and UCB (Upper Confidence Bound) have been proposed and used in Q-
learning.
Another practical consideration is the choice of function approximators. In many
real-world applications, the state-action space is too large to store and update a
Q-table. Instead, function approximators such as neural networks, decision trees,
and linear models are used to estimate the Q-values. However, the choice of
function approximator can impact the stability and convergence of Q-learning,
and it is important to choose a suitable one for the specific application.
Implementation issues such as parameter tuning, reward shaping, and eligibility
traces also need to be considered in Q-learning. Parameter tuning involves setting
the step size, discount factor, and exploration rate to appropriate values to ensure
optimal learning. Reward shaping involves designing a suitable reward function to
encourage the agent to learn the desired behavior. Eligibility traces are used to
update the Q-values for all visited states and actions, not just the most recent
one, and can improve learning efficiency.
Eligibility traces:
Eligibility Traces are a mechanism used in reinforcement learning to keep track of
the history of state-action pairs visited by an agent during its interactions with the
environment. They are used to update the value function more efficiently by
attributing the credit or blame for a reward or punishment to relevant state-action
pairs that contributed to the outcome.
Updating of Eligibility Traces in online learning:
In online learning, Eligibility Traces are updated based on the following equation:
E(S, A) ← γ * λ * E(S, A) + 1, if S and A are visited where E(S, A) is the eligibility
trace for a specific state-action pair (S, A), γ is the discount factor, λ is the
eligibility trace decay factor, and 1 is added to the eligibility trace when the state-
action pair is visited.
In Function Approximation:
Eligibility Traces can be used in function approximation techniques, such as linear
function approximation or neural networks, to update the weights or parameters
associated with the features or basis functions. They can be used to attribute the
credit or blame for a reward or punishment to relevant features or basis functions
that contributed to the outcome. This allows the agent to update the function
approximator more efficiently and learn from delayed rewards or punishments.
Eligibility Traces updated in eligibility trace control algorithms:
discount factor, λ is the eligibility trace decay factor, and ∇log π(A|S) is the
where E(S, A) is the eligibility trace for a specific state-action pair (S, A), γ is the
gradient of the logarithm of the policy π with respect to the action A, given state
S. This update accounts for the contribution of the action's log probability to the
eligibility trace.
Eligibility Trace Control:
Eligibility Trace Control is a mechanism used in reinforcement learning to adjust
the eligibility traces for different state-action pairs, typically in the context of
policy gradient methods. It allows the agent to determine how much credit or
blame should be attributed to each state-action pair based on their contribution to
the outcome and helps in updating the policy more efficiently.
The exploration-exploitation trade-off refers to the balance between trying out
new actions to explore the environment and exploiting current knowledge to take
the best possible action.
Eligibility trace control allows the agent to adjust the amount of credit assigned to
past actions based on their contribution to the current state value. By adjusting
the eligibility trace, the agent can give more credit to past actions that were
beneficial and less credit to those that were not. This helps the agent to focus on
the most promising actions and avoid wasting time exploring fewer promising
ones.
The use of eligibility trace control can lead to more efficient exploration and
exploitation, which can improve the learning process and lead to better policies.
By assigning credit more selectively, the agent can learn more quickly which
actions are most valuable in different situations and adjust its behavior
accordingly.
Backward View of Eligibility traces:
Stable off-policy methods with backward view of eligibility trace is a reinforcement
learning technique that allows the agent to learn an optimal policy even when it is
following a different policy for exploration purposes. This method is based on the
use of an eligibility trace, which assigns credit to past actions based on their
contribution to the current state value.
The algorithm for stable off-policy methods with backward view of eligibility trace
is as follows:
1.Initialize Q(s, a) arbitrarily for all s in S and a in A(s), and e(s, a) = 0 for all s in S
and a in A(s).
2.Repeat for each episode:
Initialize the eligibility trace e(s, a) = 0 for all s in S and a in A(s).
Initialize the starting state s.
Choose an action a based on the behavior policy, which is a soft policy that
ensures exploration.
Repeat for each time step:
Take action a and observe the next state s' and reward r.
Choose the next action a' based on the target policy, which is the policy
being learned.
Compute the TD error δ = r + γQ(s', a') - Q(s, a).
Update the eligibility trace e(s, a) = γλe(s, a) + 1 if a = a' and 0 otherwise.
Update the Q-values using the backward view of eligibility trace: Q(s, a) =
Q(s, a) + αδe(s, a), where α is the step size parameter.
Set s = s' and a = a'.
If s is a terminal state, end the episode.
3.Return the learned Q-values.
The backward view of eligibility trace allows the agent to assign credit to past
actions that led to the current state and action, and to update the Q-values
accordingly. This approach has the advantage of being more stable than forward
view methods, as it avoids potential instabilities caused by the accumulation of
errors over multiple time steps.
One potential issue with this algorithm is the choice of behavior and target
policies. If the behavior policy is too exploratory, the agent may waste time
exploring unpromising actions, while if the target policy is too greedy, the agent
may get stuck in a local optimum. Careful tuning of the policies is necessary to
achieve optimal performance.
Overall, stable off-policy methods with backward view of eligibility trace is a
powerful technique for learning optimal policies in reinforcement learning, and
can be applied to a wide range of real-world applications.