RL Unit 4
RL Unit 4
After states
In reinforcement learning (RL), "after states" refer to a concept where the state
representation used for learning and decision-making is not the current state but rather the
state that occurs after taking a specific action. This concept is more common in certain types
of RL problems, such as games or board games, where the state representation after an action
can be more informative for learning and decision-making.
1. State Representation: In a typical RL problem, the agent makes decisions based on the
current state of the environment. The state is a representation of the relevant information
about the system at a particular point in time.
2. After states: After states are representations of the state that occur after the agent takes a
specific action in the current state. Instead of representing the current state, the learning
algorithm considers the state that results from the action.
3. Application in Games: After states are commonly used in game-playing scenarios,
particularly in board games like chess or checkers. In these games, the state after an
action often provides a more informative representation for learning and decision-making
than the current state.
4. Challenges: The use of after states is not always applicable or beneficial. In certain RL
problems, the current state might be more informative, and using after states could lead to
a loss of valuable information.
The definition and representation of afterstates depend on the specific problem and the
nature of the environment. Designing an effective afterstate representation requires
careful consideration of the problem's dynamics.
Least squares
The method of least squares plays a significant role in various reinforcement learning
(RL) algorithms for estimating value functions and policies. It provides a powerful tool
for fitting a function to a set of data points, which helps the agent learn from experience
and improve its performance.
Specifically, least squares methods can be applied to estimate the parameters of a value
function or policy when the state or action spaces are too large to be explicitly
represented.
Problem setting:
State space (S): Set of all possible states the environment can be in.
Action space (A): Set of all possible actions the agent can take.
Reward function (R): Defines the reward received by the agent for taking an action in a
given state.
Value function (V): Represents the expected future reward of being in a state and
following the policy.
Policy (π): Defines the probability of the agent taking an action in a given state.
Least squares application:
Data generation: The agent interacts with the environment and collects data, consisting of
state-action pairs and corresponding rewards.
Function approximation: A function approximator (e.g., linear function, neural network)
is used to represent the value function or policy.
Least squares formulation: The objective is to minimize the squared difference between
the predicted values (by the function approximator) and the actual rewards received by
the agent.
Types of least squares in RL:
Least-squares temporal difference (LSTD): Estimates the value function based on TD
errors, which represent the difference between the predicted and actual rewards.
Least-squares policy iteration (LSPI): Combines least squares with policy iteration to find
an optimal policy.
Least-squares Q-learning (LSTD-Q): A variant of LSTD that estimates the Q-
function, which represents the expected future reward of taking a specific action in a
given state.
Challenges of using least squares in RL:
Sensitivity to data: Relies heavily on the quality and quantity of data for accurate
estimation.
Overfitting: Can overfit to the training data, leading to poor performance in unseen
situations.
Computational cost