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RL - Unit III

Btech reinforcement learning
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38 views12 pages

RL - Unit III

Btech reinforcement learning
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UNIT-III

The Reinforcement Learning problem, prediction and control problems, Model-based algorithm,
Monte Carlo methods for prediction, and Online implementation of Monte Carlo policy
evaluation.

Reinforcement Learning (RL) is a type of machine learning paradigm where an agent learns to
make decisions by interacting with an environment. The agent receives feedback in the form
of rewards or penalties, allowing it to learn optimal behavior over time. RL is commonly
divided into two main problems: prediction problems and control problems.

Prediction Problem in RL:

The prediction problem in RL involves estimating the expected outcomes of actions or states.
Given a policy (strategy followed by the agent), the goal is to predict the expected cumulative
future rewards.
The key component in the prediction problem is the state-value function (V), which estimates
the expected return from a given state under a particular policy.
The Bellman equation is a fundamental equation used in the prediction problem, expressing
the relationship between the value of a state and the values of its successor states.

Control Problem in RL:

The control problem in RL goes beyond prediction and focuses on finding an optimal policy
that maximizes the cumulative reward.
The policy defines the agent's behavior – the strategy it uses to select actions in different
states.
The objective is to find the policy that maximizes the expected cumulative reward over time.
The action-value function (Q) is a central concept in the control problem, representing the
expected return of taking a specific action in a given state and following a particular policy
thereafter.
The optimal policy is the one that maximizes the action-value function for all states.

Key Concepts in RL:

Reward Signal:

Agents receive a reward signal from the environment based on the actions they take.
The goal of the agent is to learn a policy that maximizes the cumulative reward over time.

Exploration vs. Exploitation:

Agents face the dilemma of exploring new actions to discover their effects (exploration) and
exploiting known actions to maximize immediate rewards (exploitation).
Markov Decision Process (MDP):

RL problems are often formulated as Markov Decision Processes, which consist of states,
actions, transition probabilities, and rewards.

Policy:

A policy is a strategy that the agent follows to determine its actions in different states.

Value Functions:

State-value function (V) estimates the expected return from a given state under a particular
policy.

Action-value function (Q) estimates the expected return of taking a specific action in a given
state and following a particular policy thereafter.
Solving RL problems involves algorithms such as Q-learning, Deep Q Networks (DQN), Policy
Gradient Methods, and more. These algorithms aim to find optimal policies or value functions
through iterative learning from interactions with the environment.

The prediction problem in Reinforcement Learning (RL):


The prediction problem in Reinforcement Learning (RL) involves estimating the expected
outcomes, specifically the expected cumulative future rewards, under a given policy. In RL,
the agent interacts with an environment, takes actions, receives rewards, and the prediction
problem is concerned with predicting the value associated with different states or state-
action pairs. The main focus is on the state-value function (V), which estimates the expected
return from a given state.
Here are the key components and concepts related to the prediction problem in RL:

State-Value Function (V):

The state-value function, denoted as V(s), represents the expected cumulative future rewards
when starting from state s and following a particular policy π.
Mathematically, it is defined as the expected sum of discounted future rewards:

V(s)=Eπ[∑t=0∞γtRt+1∣S0=s]

where Rt+1 is the reward at time t+1, γ is the discount factor (which determines the present value of
future rewards), S0 is the initial state, and π is the policy.

Bellman Equation for State-Value Function:

The Bellman equation expresses a relationship between the value of a state and the values of
its successor states.

For state s, the Bellman equation is given by:


V(s)=∑aπ(a∣s)∑s′,rp(s′,r∣s,a)[r+γV(s′)]
where π(a∣s) is the probability of taking action a in state s, p(s′,r∣s,a) is the transition
probability to reach state ′s′ and receive reward r by taking action a in state s.

Monte Carlo Methods for Prediction:

Monte Carlo methods are one approach to solving the prediction problem. These methods
estimate the value function by averaging the observed returns from sample episodes.
For example, the state-value function can be estimated by averaging the returns observed
when starting from a particular state and following the policy.

Temporal Difference (TD) Methods for Prediction:

Temporal Difference methods are another class of algorithms used for prediction in RL.
TD methods update the value estimates based on the difference between the current
estimate and a bootstrapped estimate from the next state.

The TD error for state s is given by: δt=Rt+1+γV(St+1)−V(St), and the value function is updated
as: V(St)←V(St)+αδt, where α is the learning rate.

Solving the prediction problem is a crucial step in RL, as accurate estimates of the state values
are fundamental for making informed decisions and learning optimal policies in the control
problem. The prediction problem lays the groundwork for understanding the expected return
associated with different states, forming the basis for subsequent decision-making processes
in RL.
The control problem in Reinforcement Learning (RL):
The control problem in Reinforcement Learning (RL) is concerned with finding an optimal
policy, a strategy that dictates the agent's actions in different states, to maximize the
expected cumulative reward over time. Unlike the prediction problem, which focuses on
estimating the expected outcomes, the control problem aims to identify the best course of
action for the agent to take in each state to achieve the highest possible total reward.
Here are the key components and concepts related to the control problem in RL:

Policy (π):

A policy is a mapping from states to actions, representing the strategy that the agent employs
to make decisions.

Policies can be deterministic or stochastic. A deterministic policy directly maps each state to
a specific action, while a stochastic policy specifies probabilities for taking different actions in
each state.

Action-Value Function (Q):

The action-value function, denoted as Q(s, a), estimates the expected return of taking action
a in state s and following a particular policy π thereafter.
Mathematically, it is defined as:
Q(s,a)=Eπ[∑t=0∞γtRt+1∣S0=s,A0=a]

Bellman Equation for Action-Value Function:

The Bellman equation for the action-value function expresses the recursive relationship
between the value of a state-action pair and the values of its successor state-action pairs.

For state s and action a, the Bellman equation is given by:

Q(s,a)=∑s′,rp(s′,r∣s,a)[r+γmaxa′Q(s′,a′)]

This equation states that the value of a state-action pair is equal to the immediate reward
plus the discounted value of the best action in the next state.

Optimal Policy:

The optimal policy, denoted as π∗, is the policy that maximizes the expected cumulative
reward for all states.

The optimal action-value function Q∗(s,a) represents the expected return for taking action a
in state s under the optimal policy.

Greedy Policy:

A greedy policy is a policy that always selects the action with the highest estimated value in a
given state according to the current action-value function.
In the context of the control problem, the greedy policy is derived from the optimal action-
value function: π∗(s)=argmaxaQ∗(s,a).

Exploration vs. Exploitation in Control:

Balancing exploration (trying new actions to discover their effects) and exploitation (choosing
known actions to maximize immediate rewards) is crucial for learning an optimal policy.

Q-Learning and Policy Iteration:

Q-learning is a popular algorithm for solving the control problem in RL. It iteratively updates
the action-value function based on the observed rewards and transitions.
Policy iteration is another approach that alternates between policy evaluation (estimating the
value function for a policy) and policy improvement (making the policy more greedy with
respect to the current value function).

Deep Q Networks (DQN):

DQN is an extension of Q-learning that leverages deep neural networks to approximate the
action-value function. It is particularly effective in handling high-dimensional state spaces.

Solving the control problem is the ultimate goal in RL. It involves finding the optimal policy or
an approximation that leads to the agent making decisions that result in the maximum
cumulative reward over time. Various algorithms and techniques are employed to tackle the
complexities associated with learning optimal policies in different environments.
Model-based reinforcement learning (RL) algorithms:
Model-based reinforcement learning (RL) algorithms leverage an explicit model of the
environment to learn and plan. These algorithms build a representation of how the
environment behaves and use this model to simulate future states and rewards. Here are a
few notable model-based RL algorithms:

Model Predictive Control (MPC):

Overview: MPC is a model-based control strategy that optimizes a control sequence over a
finite time horizon. It repeatedly plans and executes the first action of the optimal sequence.

Implementation:

Formulate an optimization problem using the learned model of the environment.


Optimize the control sequence to maximize cumulative rewards over the planning horizon.

Execute the first action of the optimal sequence.


Repeat the process.

Iterative Linear Quadratic Regulator (iLQR):

Overview: iLQR is a model-based optimization algorithm designed for continuous control


problems. It iteratively refines a control sequence to improve the expected cumulative
reward.

Implementation:

Linearize the dynamics of the learned model around the current state-action trajectory.
Solve a quadratic optimization problem to find an updated control sequence.
Apply the first action of the updated sequence.

Iterate until convergence.

Probabilistic Inference for Learning Control (PILCO):

Overview: PILCO is a model-based RL algorithm that combines Bayesian modeling with policy
optimization. It aims to learn a probabilistic model of the environment and optimize policies
accordingly.

Implementation:

Represent the dynamics model with Gaussian Processes to capture uncertainties.


Use a probabilistic model to predict future states and rewards.
Optimize policies using the expected cumulative reward, considering uncertainties.

Update the model and iterate.


Monte Carlo Tree Search (MCTS):

Overview: MCTS is a tree-based search algorithm commonly used for planning in RL. It builds
a search tree by sampling actions and simulating the outcomes to find the best action.

Implementation:

Start with the current state and build a tree by iteratively selecting actions, expanding nodes,
and simulating outcomes.
Use Upper Confidence Bounds for Trees (UCT) to balance exploration and exploitation.

Choose the action leading to the most promising subtree.

Dyna-Q:

Overview: Dyna-Q is a model-based approach that combines Q-learning with model-based


planning. It uses a learned model to simulate transitions and updates the Q-values
accordingly.

Implementation:

Learn a model of the environment from real interactions.Use the learned model for additional
simulated experiences. Apply Q-learning updates using both real and simulated experiences.
Balance the number of real and simulated experiences to optimize learning.

Deep Model-Predictive Control (Deep MPC):

Overview: Deep MPC extends traditional MPC by incorporating deep neural networks to
represent complex dynamics and policies.
Implementation:

Use deep neural networks to learn a model of the environment.

Formulate the optimization problem considering the deep learned model.


Optimize the control sequence using the deep model.
Execute the first action and iterate.

World Models:

Overview: World Models is an approach that combines a learned environment model with a
learned policy. It aims to train agents in simulated environments with high-dimensional
inputs.

Implementation:
Train a generative model (such as a variational autoencoder) to learn a compressed
representation of the environment.Train a policy within this compressed latent space.Use the
learned policy and model for planning and decision-making.
Model-based RL algorithms are versatile and can be adapted to various domains. They provide
a structured way for agents to learn about their environment and make informed decisions
based on the acquired knowledge. However, their success is often contingent on accurate
model learning and effective planning strategies.
Components of Model-Based RL:
Model Representation:
The model represents the transition dynamics of the environment. It predicts how the state of
the system evolves and what rewards will be received given a particular action.
The model can be represented as a function, often denoted as P and R:
P(s′∣s,a): Probability of transitioning to state ′s′ given current state s and action a.
R(s,a,s′): Expected reward when transitioning from state s to ′s′ by taking action a.
Learning the Model:
The model is learned from interactions with the environment. The agent collects data by taking
actions and observing the resulting states and rewards.
Various methods can be used for model learning, including supervised learning, dynamics
models using neural networks, or more sophisticated approaches like Gaussian Processes.
Planning and Decision Making:
With the learned model, the agent can simulate possible future trajectories. It performs
lookahead search, considering different sequences of actions and their outcomes.
Common planning algorithms include Monte Carlo Tree Search (MCTS), tree-based methods,
or direct optimization techniques.
Policy Improvement:
The agent's policy is iteratively improved based on the insights gained from planning and
simulations.
For example, the agent may use a model-predictive control strategy, where it plans over a finite
time horizon and executes the first action of the optimal sequence.
Trade-off: Exploration and Exploitation:
Model-based RL faces the challenge of balancing exploration and exploitation. The agent must
explore the environment to learn an accurate model while exploiting the current knowledge to
make optimal decisions.
Advantages of Model-Based RL:
Sample Efficiency:
Model-based methods often require fewer samples from the environment to learn an effective
policy compared to pure model-free methods.
The model allows the agent to simulate various scenarios without directly interacting with the
environment.
Data-Efficient Planning:
Planning with a learned model can be computationally efficient, especially in situations where
real interactions are costly or time-consuming.
Handling Partial Observability:
Models can help in situations where the agent has partial observability by providing predictions
about unobservable parts of the environment.
Challenges and Considerations:
Model Accuracy:
The success of model-based RL heavily depends on the accuracy of the learned model.
Inaccurate models can lead to suboptimal decisions.
Complexity of Model Learning:
Learning an accurate model might be challenging in complex environments, and the model
may need to be updated as the environment changes.
Computational Cost:
Planning with a learned model can be computationally expensive, particularly in high-
dimensional or continuous state and action spaces.
Hybrid Approaches:
Hybrid approaches that combine elements of model-based and model-free RL are common.
These methods aim to leverage the benefits of both paradigms.
Popular model-based RL algorithms include Model Predictive Control (MPC), Iterative Linear
Quadratic Regulator (iLQR), and more recent developments involving deep neural networks
for modeling. The choice of the algorithm often depends on the characteristics of the problem
and the available computational resources.
Monte Carlo methods for prediction in reinforcement learning (RL) are a class of algorithms
that estimate the value functions (state values or action values) of a policy by sampling
episodes and averaging the observed returns. Unlike dynamic programming methods, Monte
Carlo methods do not require a model of the environment and operate by directly learning
from experience. The fundamental idea is to use sampled episodes to estimate the expected
cumulative rewards associated with different states or state-action pairs.

Here's a step-by-step explanation of Monte Carlo methods for prediction in RL:


Episode Generation:
The agent interacts with the environment by following a policy until the end of the episode.

The trajectory consists of states S0,S1,…,ST, actions A0,A1,…,AT−1, and rewards R1,R2,…,RT.

Return Calculation:

Calculate the return Gt for each time step t as the sum of discounted rewards from that time
step onward:

Gt=Rt+1+γRt+2+…+γT−t−1RT

Here, γ is the discount factor.

State Value Update:

Update the estimate of the state value V(St) as a running average of the returns observed
from that state:

V(St)←N(St)+1V(St)⋅N(St)+Gt

N(St) is the number of times state St has been visited.

Action Value Update (Optional):

For Q-learning, update the estimate of the action value Q(St,At) similarly.

Q(St,At)←N(St,At)+1Q(St,At)⋅N(St,At)+Gt

N(St,At) is the number of times action At has been taken in state St.

Policy Improvement (Optional):

If the goal is to improve the policy, update the policy based on the new value estimates.
For state-value-based policy improvement:

π(St)←argmaxaQ(St,a)

For action-value-based policy improvement:

π(St)←argmaxaQ(St,a)

Key Characteristics:

No Model Required: Monte Carlo methods are model-free, meaning they do not require
knowledge of the transition dynamics or reward functions. The learning is based on sampled
experiences.

Batch Learning: Monte Carlo methods learn from complete episodes, and the updates are
typically done in a batch fashion at the end of each episode.

Exploration and Exploitation: Exploration is naturally handled by sampling episodes. The


agent can explore different paths and learn from the outcomes.
High Variance: The estimates obtained from Monte Carlo methods can have high variance,
especially if the sampled episodes are not representative of the entire state space.

Suitable for Episodic Tasks: Monte Carlo methods are well-suited for episodic tasks where
episodes have a natural termination point.

Convergence: With sufficient exploration and sampling, Monte Carlo methods converge to
the true value functions.
Monte Carlo methods provide a practical way to estimate value functions and improve
policies in reinforcement learning, especially in scenarios where a model of the environment
is not available or is challenging to obtain. They are widely used in various RL applications,
including game playing, robotics, and autonomous systems.

Monte Carlo methods for prediction in RL:

Monte Carlo methods are a class of computational algorithms that use random sampling to
obtain numerical results. In the context of Reinforcement Learning (RL), Monte Carlo methods
are often used for prediction tasks, which involve estimating the value functions of states or
state-action pairs. These methods are particularly useful when the environment is not fully
known, and the agent needs to learn from interactions.
Here's how Monte Carlo methods are commonly applied to prediction in RL:
Monte Carlo Prediction for State Values:
In RL, the goal is often to estimate the state-value function, V(s), which represents the expected
return from a given state s.
Monte Carlo methods for state-value prediction involve running episodes, collecting samples
of states and returns, and then averaging the returns to estimate the value of each state.
The estimated value of a state s is given by the average return observed from all visits to that
state.
Monte Carlo Prediction for Action Values:
In some cases, the agent may be interested in estimating the action-value function,Q(s,a),
which represents the expected return from taking action a in state s.
Monte Carlo methods for action-value prediction involve collecting samples of state-action
pairs, returns, and then averaging the returns for each state-action pair.
First-Visit Monte Carlo vs. Every-Visit Monte Carlo:
In the first-visit Monte Carlo method, the estimate for a state (or state-action pair) is based on
the first occurrence of that state (or state-action pair) in an episode.
In the every-visit Monte Carlo method, the estimate is based on all occurrences of the state (or
state-action pair) in an episode.
Incremental Update:
The estimates are updated incrementally after each episode, improving the estimates as more
samples are collected.
The update rule is often in the form: V(s)←V(s)+α(Gt−V(s)), where α is the learning rate and
Gt is the observed return at time step t.
Exploration vs. Exploitation:
Effective exploration strategies are crucial in Monte Carlo methods to ensure that the agent
explores a diverse range of states and actions.
Policy Evaluation:
Monte Carlo methods can be used for policy evaluation, where the goal is to estimate the value
function of a given policy.
Monte Carlo methods have the advantage of being model-free, meaning they do not require a
complete model of the environment, and they directly learn from experience. However, they
may have high variance, especially in the early stages of learning. Techniques such as
discounting and using a constant learning rate can help mitigate some of these challenges.
Online implementation of Monte Carlo policy evaluation:

Online implementation of Monte Carlo policy evaluation involves updating the value
estimates during an episode as the agent interacts with the environment. This is in contrast to
the offline approach, where the agent would wait until the end of an episode to update its
value estimates. Online updates can provide more timely feedback and are particularly useful
in situations where the agent has a continuous stream of interactions with the environment.
Let's break down the key components of online Monte Carlo policy evaluation in more detail:
Initialization:
Initialize the state values arbitrarily or using a specific initialization strategy. This can involve
setting the initial values to zeros, small random values, or values based on domain
knowledge.
Parameters:
Set learning parameters such as the learning rate (alpha) and the discount factor (gamma).
Episode Loop:
Repeat the following process for each episode:
Interaction with the Environment:
Initialize an empty list to store (state, return) pairs for the current episode.
Reset the environment to the initial state. Generate an episode by interacting with the
environment until a terminal state is reached.
Calculate Returns and Update Values:
Calculate the returns (G) for each state in reverse order of their occurrences in the episode.
The online update rule involves adjusting the current estimate of the state value based on the
difference between the observed return and the current estimate. The learning rate (alpha)
controls the step size of the update.
Final Values:
After iterating through all episodes, the final V(s) values represent the estimated state values.
This online approach allows the agent to continuously update its value estimates as it
interacts with the environment, providing a more dynamic and immediate learning process.
It's important to note that the success of online Monte Carlo methods depends on effective
exploration strategies, proper tuning of learning parameters, and handling the challenges of
online learning, such as non-stationarity.

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