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CS 541: Artificial Intelligence Lecture XI: Reinforcement Learning Slides Credit: Peter Norvig and Sebastian Thrun
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Schedule TA: Vishakha Sharma Email Address: vsharma1@stevens.edu WeekDateTopicReadingHomework 108/30/2011Introduction & Intelligent AgentCh 1 & 2N/A 209/06/2011Search: search strategy and heuristic searchCh 3 & 4sHW1 (Search) 309/13/2011Search: Constraint Satisfaction & Adversarial SearchCh 4s & 5 & 6 Teaming Due 409/20/2011Logic: Logic Agent & First Order LogicCh 7 & 8sHW1 due, Midterm Project (Game) 509/27/2011Logic: Inference on First Order LogicCh 8s & 9 610/04/2011Uncertainty and Bayesian NetworkCh 13 &14sHW2 (Logic) 10/11/2011No class (function as Monday) 710/18/2011Midterm Presentation Midterm Project Due 810/25/2011Inference in Baysian NetworkCh 14sHW2 Due, HW3 (Probabilistic Reasoning) 911/01/2011Probabilistic Reasoning over TimeCh 15 1011/08/2011TA Session: Review of HW1 & 2 HW3 due, HW4 (MDP) 1111/15/2011Supervised Machine LearningCh 18 1211/22/2011Markov Decision ProcessCh 16 1311/29/2011Reinforcement learningCh 21HW4 due 1412/06/2011Final Project Presentation Final Project Due
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Recap of Lecture X Planning under uncertainty Planning with Markov Decision Processes Utilities and Value Iteration Partially Observable Markov Decision Processes
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Review of MDPs
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Review: Markov Decision Processes An MDP is defined by: set of states s S set of actions a A transition function P(s’| s, a) aka T(s,a,s’) reward function R(s, a, s’) or R(s, a) or R(s’) Problem: Find policy π(s) to maximize ∑ t R(s, π(s), s′ ) 5
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Value Iteration Idea: Start with U 0 (s) = 0 Given U i (s), calculate: Repeat until convergence Theorem: will converge to unique optimal utilities But: Requires model (R and P) 6
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What is reinforcement learning
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Reinforcement Learning What if the state transition function P and the reward function R are unknown? 8 http://heli.stanford.edu/
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Example: Backgammon Reward only for win / loss in terminal states, zero otherwise TD-Gammon (Tesauro, 1992) learns a function approximation to U(s) using a neural network Combined with depth 3 search, one of the top 3 human players in the world – good at positional judgment, but mistakes in end game beyond depth 3 9
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Example: Animal Learning RL studied experimentally for more than 60 years in psychology Rewards: food, pain, hunger, drugs, etc. Mechanisms and sophistication debated Example: foraging Bees learn near-optimal foraging plan in field of artificial flowers with controlled nectar supplies Bees have a direct neural connection from nectar intake measurement to motor planning area 10
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What to Learn If you do not know P, R, what you learn depends on what you want to do Utility-based agent: learn U(s) Q-learning agent: learn utility Q(s, a) Reflex agent: learn policy π (s) And on how patient/reckless you are Passive: use a fixed policy π Active: modify policy as you go 11
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Passive Temporal-Differences
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Passive Temporal-Difference 13
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Example 14 +1 000 00 000 0
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Example 15 +1 000 00 000 0
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Example 16 +1 000 00 0 0.30 0 0
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Example 17 +1 000 00 0 0.30 0 0
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Example 18 +1 000 00 0.0.0675 0.30 0 0
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Example 19 +1 -0.01-.16.12 -.12.17.28.36.20 -.2
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Sample results 20
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Problems in passive learning
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Problem The problem Algorithm computes the value of one specific policy May never try the best moves May never visit some states May waste time computing unneeded utilities 22
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Quiz Is there a fix? Can we explore different policies (active reinforcement learning), yet still learn the optimal policy? 23
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Active reinforcement learning
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Greedy TD-Agent Learn U with TD-Learning After each change to U, solve MDP to compute new optimal policy π (s) Continue learning with new policy 25
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Greedy Agent Results Wrong policy Too much exploitation, not enough exploration Fix: higher U(s) for unexplored states 26
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Exploratory Agent Converges to correct policy 27
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Alternative: Q-Learning Instead of learning U(s), learn Q(a,s): the utility of action a in state s With utilities, need a model, P, to act: With Q-values, no model needed Compute Q-values with TD/exploration algorithm 28
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Q-Learning 29 000+1 000 000 00 00 00 00 00 00 000 00 000 0 0 0 0 0 0 0
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Q-Learning 30 000+1 000 000 00 00 00 00 00 00 000 00 000 0 0 0 0 0 0 0
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Q-Learning 31 000+1 000 000 00 00 00 00 00 00 00?? 00 000 0 0 0 0 0 0 0
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Q-Learning 000+1 000 000 00 00 00 00 00 00 00.45 00 000 0 0 0 0 0 0 0
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Q-Learning 000+1 000 000 00 00 00 00 00 00 0.33.78 00 000 0 0 0 0 0 0 0
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Q-Learning Q-learning produces tables of q-values: 34
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Q-Learning Properties Amazing result: Q-learning converges to optimal policy If you explore enough If you make the learning rate small enough … but not decrease it too quickly! Basically doesn’t matter how you select actions (!) Neat property: off-policy learning learn optimal policy without following it (some caveats, see SARSA) SE SE 35
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Practical Q-Learning 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 states This is a fundamental idea in machine learning, and we’ll see it over and over again 36
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Generalization
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Generalization Example Let’s say we discover through experience that this state is bad: In naïve Q learning, we know nothing about this state or its Q states: Or even this one! 38
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Feature-Based Representations Solution: describe a state using a vector of features 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. Can also describe a Q-state (s, a) with features (e.g. action moves closer to food) 39
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Linear Feature Functions Using a feature representation, we can write a Q function (or Utility 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 be very different in value! 40
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Function Approximation Q-learning with linear Q-functions: Intuitive interpretation: Adjust weights of active features E.g. if something unexpectedly bad happens, disprefer all states with that state’s features (prudence or superstition?) 41
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Summary: MDPs and RL If we know the MDP Compute U*, Q*, * exactly Evaluate a fixed policy If we don’t know the MDP We can estimate the MDP then solve We can estimate U for a fixed policy We can estimate Q*(s,a) for the optimal policy while executing an exploration policy 42 Model-based DP Value Iteration Policy iteration Model-based RL Model-free RL: Value learning Q-learning Things we know how to do: Techniques:
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