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AI 11 Reinforcement Learning II

This document provides an overview of reinforcement learning techniques including Q-learning and approximate Q-learning. It discusses how Q-learning can be used to learn optimal policies even without knowing the environment's dynamics. It also describes how approximate Q-learning uses feature-based representations and linear function approximation to generalize Q-values across states. The document concludes by introducing policy search methods that directly optimize policies rather than learning value functions.

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0% found this document useful (0 votes)
49 views35 pages

AI 11 Reinforcement Learning II

This document provides an overview of reinforcement learning techniques including Q-learning and approximate Q-learning. It discusses how Q-learning can be used to learn optimal policies even without knowing the environment's dynamics. It also describes how approximate Q-learning uses feature-based representations and linear function approximation to generalize Q-values across states. The document concludes by introducing policy search methods that directly optimize policies rather than learning value functions.

Uploaded by

humanbody22
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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CS 188: Artificial Intelligence

Reinforcement Learning II

Instructors: Dan Klein and Pieter Abbeel --- University of California, Berkeley
[These slides were created by Dan Klein and Pieter Abbeel for CS188 Intro to AI at UC Berkeley. All CS188 materials are available at http://ai.berkeley.edu.]
Reinforcement Learning
 We still assume an MDP:
 A set of states s  S
 A set of actions (per state) A
 A model T(s,a,s’)
 A reward function R(s,a,s’)
 Still looking for a policy (s)

 New twist: don’t know T or R, so must try out actions

 Big idea: Compute all averages over T using sample outcomes


The Story So Far: MDPs and RL
Known MDP: Offline Solution
Goal Technique
Compute V*, Q*, * Value / policy iteration

Evaluate a fixed policy  Policy evaluation

Unknown MDP: Model-Based Unknown MDP: Model-Free


Goal Technique Goal Technique
Compute V*, Q*, * VI/PI on approx. MDP Compute V*, Q*, * Q-learning

Evaluate a fixed policy  PE on approx. MDP Evaluate a fixed policy  Value Learning
Model-Free Learning
s
 Model-free (temporal difference) learning a
 Experience world through episodes s, a
r
’s
a’
 Update estimates each transition
s’, a’

 Over time, updates will mimic Bellman updates ’’s


Q-Learning
 We’d like to do Q-value updates to each Q-state:

 But can’t compute this update without knowing T, R

 Instead, compute average as we go


 Receive a sample transition (s,a,r,s’)
 This sample suggests

 But we want to average over results from (s,a) (Why?)


 So keep a running average
Q-Learning Properties
 Amazing result: Q-learning converges to optimal policy -- even
if you’re acting suboptimally!

 This is called off-policy learning

 Caveats:
 You have to explore enough
 You have to eventually make the learning rate
small enough
 … but not decrease it too quickly
 Basically, in the limit, it doesn’t matter how you select actions (!)
[Demo: Q-learning – auto – cliff grid (L11D1)]
Video of Demo Q-Learning Auto Cliff Grid
Exploration vs. Exploitation
How to Explore?
 Several schemes for forcing exploration
 Simplest: random actions (-greedy)
 Every time step, flip a coin
 With (small) probability , act randomly
 With (large) probability 1-, act on current policy

 Problems with random actions?


 You do eventually explore the space, but keep
thrashing around once learning is done
 One solution: lower  over time
 Another solution: exploration functions
[Demo: Q-learning – manual exploration – bridge grid (L11D2)]
[Demo: Q-learning – epsilon-greedy -- crawler (L11D3)]
Video of Demo Q-learning – Manual Exploration – Bridge Grid
Video of Demo Q-learning – Epsilon-Greedy – Crawler
Exploration Functions
 When to explore?
 Random actions: explore a fixed amount
 Better idea: explore areas whose badness is not
(yet) established, eventually stop exploring

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

Modified Q-Update:

 Note: this propagates the “bonus” back to states that lead to unknown states as well!
[Demo: exploration – Q-learning – crawler – exploration function (L11D4)]
Video of Demo Q-learning – Exploration Function – Crawler
Regret
 Even if you learn the optimal policy,
you still make mistakes along the way!
 Regret is a measure of your total
mistake cost: the difference between
your (expected) rewards, including
youthful suboptimality, and optimal
(expected) rewards
 Minimizing regret goes beyond
learning to be optimal – it requires
optimally learning to be optimal
 Example: random exploration and
exploration functions both end up
optimal, but random exploration has
higher regret
Approximate Q-Learning
Generalizing Across States
 Basic Q-Learning keeps a table of all q-values

 In realistic situations, we cannot possibly learn


about every single state!
 Too many states to visit them all in training
 Too many states to hold the q-tables in memory

 Instead, we want to generalize:


 Learn about some small number of training states from
experience
 Generalize that experience to new, similar situations
 This is a fundamental idea in machine learning, and we’ll
see it over and over again

[demo – RL pacman]
Example: Pacman
Let’s say we discover In naïve q-learning, Or even this one!
through experience we know nothing
that this state is bad: about this state:

[Demo: Q-learning – pacman – tiny – watch all (L11D5)]


[Demo: Q-learning – pacman – tiny – silent train (L11D6)]
[Demo: Q-learning – pacman – tricky – watch all (L11D7)]
Video of Demo Q-Learning Pacman – Tiny – Watch All
Video of Demo Q-Learning Pacman – Tiny – Silent Train
Video of Demo Q-Learning Pacman – Tricky – Watch All
Feature-Based Representations
 Solution: describe a state using a vector of features
(properties)
 Features are functions from states to real numbers (often
0/1) that capture important properties of the state
 Example features:
 Distance to closest ghost
 Distance to closest dot
 Number of ghosts
 1 / (dist to dot)2
 Is Pacman in a tunnel? (0/1)
 …… etc.
 Is it the exact state on this slide?
 Can also describe a q-state (s, a) with features (e.g.
action moves closer to food)
Linear Value Functions

 Using a feature representation, we can write a q function (or value function) for any
state using a few weights:

 Advantage: our experience is summed up in a few powerful numbers

 Disadvantage: states may share features but actually be very different in value!
Approximate Q-Learning

 Q-learning with linear Q-functions:

Exact Q’s

Approximate Q’s

 Intuitive interpretation:
 Adjust weights of active features
 E.g., if something unexpectedly bad happens, blame the features that were on:
disprefer all states with that state’s features

 Formal justification: online least squares


Example: Q-Pacman

[Demo: approximate Q-
learning pacman (L11D10)]
Video of Demo Approximate Q-Learning -- Pacman
Q-Learning and Least Squares
Linear Approximation: Regression*
40

26

24
20
22

20

30
40
0 20
30
0 20
10 20
10
0 0

Prediction: Prediction:
Optimization: Least Squares*

Error or “residual”
Observation

Prediction

0
0 20
Minimizing Error*
Imagine we had only one point x, with features f(x), target value y, and weights w:

Approximate q update explained:

“target” “prediction”
Overfitting: Why Limiting Capacity Can Help*
30

25

20
Degree 15 polynomial
15

10

-5

-10

-15
0 2 4 6 8 10 12 14 16 18 20
Policy Search
Policy Search
 Problem: often the feature-based policies that work well (win games, maximize utilities)
aren’t the ones that approximate V / Q best
 E.g. your value functions from project 2 were probably horrible estimates of future rewards, but they
still produced good decisions
 Q-learning’s priority: get Q-values close (modeling)
 Action selection priority: get ordering of Q-values right (prediction)
 We’ll see this distinction between modeling and prediction again later in the course

 Solution: learn policies that maximize rewards, not the values that predict them

 Policy search: start with an ok solution (e.g. Q-learning) then fine-tune by hill climbing
on feature weights
Policy Search
 Simplest policy search:
 Start with an initial linear value function or Q-function
 Nudge each feature weight up and down and see if your policy is better than before

 Problems:
 How do we tell the policy got better?
 Need to run many sample episodes!
 If there are a lot of features, this can be impractical

 Better methods exploit lookahead structure, sample wisely, change


multiple parameters…
Policy Search

[Andrew Ng] [Video: HELICOPTER]


Conclusion

 We’re done with Part I: Search and Planning!

 We’ve seen how AI methods can solve


problems in:
 Search
 Constraint Satisfaction Problems
 Games
 Markov Decision Problems
 Reinforcement Learning

 Next up: Part II: Uncertainty and Learning!

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