Chapter 1: Introduction

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Presentation transcript:

Chapter 1: Introduction Artificial Intelligence Control Theory and Operations Research Psychology Reinforcement Learning (RL) Neuroscience Artificial Neural Networks R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

What is Reinforcement Learning? Learning from interaction Goal-oriented learning Learning about, from, and while interacting with an external environment Learning what to do—how to map situations to actions—so as to maximize a numerical reward signal R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

Supervised Learning Error = (target output – actual output) Training Info = desired (target) outputs Supervised Learning System Inputs Outputs Error = (target output – actual output) R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

Reinforcement Learning Training Info = evaluations (“rewards” / “penalties”) RL System Inputs Outputs (“actions”) Objective: get as much reward as possible R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

Key Features of RL Learner is not told which actions to take Trial-and-Error search Possibility of delayed reward Sacrifice short-term gains for greater long-term gains The need to explore and exploit Considers the whole problem of a goal-directed agent interacting with an uncertain environment R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

Complete Agent Temporally situated Continual learning and planning Object is to affect the environment Environment is stochastic and uncertain Environment action state reward Agent R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

Elements of RL Policy: what to do Reward: what is good Value Model of environment Policy: what to do Reward: what is good Value: what is good because it predicts reward Model: what follows what R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

An Extended Example: Tic-Tac-Toe ... } x’s move x x x } o’s move ... ... ... x o o x o x x } x’s move ... ... ... ... ... } o’s move Assume an imperfect opponent: —he/she sometimes makes mistakes } x’s move x o x x o R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

An RL Approach to Tic-Tac-Toe 1. Make a table with one entry per state: State V(s) – estimated probability of winning .5 ? x .5 ? 2. Now play lots of games. To pick our moves, look ahead one step: . . . . . . x x x 1 win o o . . . . . . current state various possible next states * x o 0 loss x o o . . . . . . o x o 0 draw o x x x o o Just pick the next state with the highest estimated prob. of winning — the largest V(s); a greedy move. But 10% of the time pick a move at random; an exploratory move. R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

RL Learning Rule for Tic-Tac-Toe “Exploratory” move R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

How can we improve this T.T.T. player? Take advantage of symmetries representation/generalization How might this backfire? Do we need “random” moves? Why? Do we always need a full 10%? Can we learn from “random” moves? Can we learn offline? Pre-training from self play? Using learned models of opponent? . . . R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

e.g. Generalization Table Generalizing Function Approximator State V 1 2 3 Train here N R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

How is Tic-Tac-Toe Too Easy? Finite, small number of states One-step look-ahead is always possible State completely observable . . . R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

Some Notable RL Applications TD-Gammon: Tesauro world’s best backgammon program Elevator Control: Crites & Barto high performance down-peak elevator controller Inventory Management: Van Roy, Bertsekas, Lee&Tsitsiklis 10–15% improvement over industry standard methods Dynamic Channel Assignment: Singh & Bertsekas, Nie & Haykin high performance assignment of radio channels to mobile telephone calls R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

TD-Gammon Tesauro, 1992–1995 Action selection by 2–3 ply search Value TD error Start with a random network Play very many games against self Learn a value function from this simulated experience This produces arguably the best player in the world R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

Elevator Dispatching Crites and Barto, 1996 10 floors, 4 elevator cars STATES: button states; positions, directions, and motion states of cars; passengers in cars & in halls ACTIONS: stop at, or go by, next floor REWARDS: roughly, –1 per time step for each person waiting 22 Conservatively about 10 states R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

Performance Comparison R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

Some RL History Trial-and-Error learning Temporal-difference learning Optimal control, value functions Thorndike () 1911 Hamilton (Physics) 1800s Secondary reinforcement () Shannon Minsky Samuel Bellman/Howard (OR) Holland Klopf Witten Werbos Barto et al. Sutton Watkins R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

MENACE (Michie 1961) “Matchbox Educable Noughts and Crosses Engine” x R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

The Book Part I: The Problem Introduction Evaluative Feedback The Reinforcement Learning Problem Part II: Elementary Solution Methods Dynamic Programming Monte Carlo Methods Temporal Difference Learning Part III: A Unified View Eligibility Traces Generalization and Function Approximation Planning and Learning Dimensions of Reinforcement Learning Case Studies R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

The Course One chapter per week (with some exceptions) Read the chapter for the first class devoted to that chapter Written homeworks: basically all the non-programming assignments in each chapter. Due second class on that chapter. Programming exercises (not projects!): each student will do approximately 3 of these, including one of own devising (in consultation with instructor and/or TA). Closed-book, in-class midterm; closed-book 2-hr final Grading: 40% written homeworks; 30% programming homeworks; 15% final; 10% midterm; 5% class participation See the web for more details R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction

Next Class Introduction continued and some case studies Read Chapter 1 Hand in exercises 1.1 — 1.5 R. S. Sutton and A. G. Barto: Reinforcement Learning: An Introduction