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CS 440 / ECE 448 Introduction to Artificial Intelligence Spring 2010 Lecture #25
Instructor: Eyal Amir Grad TAs: Wen Pu, Yonatan Bisk Undergrad TAs: Sam Johnson, Nikhil Johri
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What We Have Done So Far AI Sense HMMs Search Game NB Machine Learning
DT FOL Knowledge Representn. BNs Reason SAT Resolution Var. Elim. Sampling Planning Decision Making
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What We Have Done So Far AI Sense HMMs Search Game NB Machine Learning
DT FOL Knowledge Representn. BNs Reason SAT Resolution Var. Elim. Sampling Planning Decision Making Vision MDPs
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Utility-Based Agent environment agent ? sensors actuators
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Non-deterministic vs. Probabilistic Uncertainty
? b a c ? b a c {a(pa),b(pb),c(pc)} decision that maximizes expected utility value {a,b,c} decision that is best for worst case Non-deterministic model Probabilistic model ~ Adversarial search
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Expected Utility Random variable X with n values x1,…,xn and distribution (p1,…,pn) E.g.: X is the state reached after doing an action A under uncertainty Function U of X E.g., U is the utility of a state The expected utility of A is EU[A] = Si=1,…,n p(xi|A)U(xi)
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One State/One Action Example
EU(A1) = 100 x x x 0.1 = = 62 s3 s2 s1 0.2 0.7 0.1 100 50 70
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One State/Two Actions Example
EU(AI) = 62 EU(A2) = 74 EU(S0) = max{EU(A1),EU(A2)} = 74 s0 A1 A2 s3 s2 s1 s4 0.2 0.7 0.1 0.2 0.8 100 50 70 80
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Introducing Action Costs
EU(A1) = 62 – 5 = 57 EU(A2) = 74 – 25 = 49 EU(S0) = max{EU(A1),EU(A2)} = 57 s0 A1 A2 -5 -25 s3 s2 s1 s4 0.2 0.7 0.1 0.2 0.8 100 50 70 80
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MEU Principle AI is Solved!!!
rational agent should choose the action that maximizes agent’s expected utility this is the basis of the field of decision theory normative criterion for rational choice of action AI is Solved!!!
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Not quite… Must have complete model of:
Actions Utilities States Even if you have a complete model, will be computationally intractable In fact, a truly rational agent takes into account the utility of reasoning as well---bounded rationality Nevertheless, great progress has been made in this area recently, and we are able to solve much more complex decision theoretic problems than ever before
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We’ll look at Decision Theoretic Planning
Simple decision making (ch. 16) Sequential decision making (ch. 17)
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Stochastic Systems Stochastic system: a triple = (S, A, P)
S = finite set of states A = finite set of actions Pa (s | s) = probability of going to s if we execute a in s s S Pa (s | s) = 1 Several different possible action representations e.g., Bayes networks, probabilistic operators Situation calculus with stochastic (nature) effects Explicit enumeration of each Pa (s | s)
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Example Robot r1 starts at location l1
Objective is to get r1 to location l4 Start Goal
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Example Robot r1 starts at location l1
Objective is to get r1 to location l4 No classical sequence of actions as a solution Start Goal
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Policies Policy: a function that maps states into actions
π1 = {(s1, move(r1,l1,l2)), (s2, move(r1,l2,l3)), (s3, move(r1,l3,l4)), (s4, wait), (s5, wait)} π2 = {(s1, move(r1,l1,l2)), (s2, move(r1,l2,l3)), (s3, move(r1,l3,l4)), (s4, wait), (s5, move(r1,l5,l4))} π3 = {(s1, move(r1,l1,l4)), (s2, move(r1,l2,l1)), (s3, move(r1,l3,l4)), (s4, wait), (s5, move(r1,l5,l4)} Policy: a function that maps states into actions Write it as a set of state-action pairs Start Goal
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Initial States In general, there is no single initial state
For every state s, we start at s with probability P(s) In the example, P(s1) = 1, and P(s) = 0 for all other states Start Goal
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Histories History: a sequence of system states h = s0, s1, s2, s3, s4, … h0 = s1, s3, s1, s3, s1, … h1 = s1, s2, s3, s4, s4, … h2 = s1, s2, s5, s5, s5, … h3 = s1, s2, s5, s4, s4, … h4 = s1, s4, s4, s4, s4, … h5 = s1, s1, s4, s4, s4, … h6 = s1, s1, s1, s4, s4, … h7 = s1, s1, s1, s1, s1, … Each policy induces a probability distribution over histories If h = s1, s2, … then P(h | π) = P(s1) i ≥ 0 Pπ(Si) (si+1 | si) Start Goal
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Example π1 = {(s1, move(r1,l1,l2)), (s2, move(r1,l2,l3)), (s3, move(r1,l3,l4)), (s4, wait), (s5, wait)} h1 = s1, s2, s3, s4, s4, … P(h1 | π1) = 1 0.8 1 … = 0.8 h2 = s1, s2, s5, s5 … P(h2 | π1) = 1 0.2 1 … = 0.2 All other h P(h | π1) = 0 Start Goal goal
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Markov Decision Processes
An MDP has four components, S, A, R, Pr: (finite) state set S (|S| = n) (finite) action set A (|A| = m) transition function Pr(s,a,t) each Pr(s,a,-) is a distribution over S represented by set of n x n stochastic matrices bounded, real-valued reward function R(s) represented by an n-vector can be generalized to include action costs: R(s,a) can be stochastic (but replacable by expectation) Model easily generalizable to countable or continuous state and action spaces
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Assumptions Markovian dynamics (history independence)
Pr(St+1|At,St,At-1,St-1,..., S0) = Pr(St+1|At,St) Markovian reward process Pr(Rt|At,St,At-1,St-1,..., S0) = Pr(Rt|At,St) Stationary dynamics and reward Pr(St+1|At,St) = Pr(St’+1|At’,St’) for all t, t’ Full observability though we can’t predict what state we will reach when we execute an action, once it is realized, we know what it is
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Policies Nonstationary policy Stationary policy
π:S x T → A π(s,t) is action to do at state s with t-stages-to-go Stationary policy π:S → A π(s) is action to do at state s (regardless of time) analogous to reactive or universal plan These assume or have these properties: full observability history-independence deterministic action choice
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Finite Horizon Problems
Utility (value) depends on stage-to-go hence so should policy: nonstationary π(s,k) is k-stage-to-go value function for π Here Rt is a random variable denoting reward received at stage t
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Value Iteration (Bellman 1957)
Markov property allows exploitation of DP principle for optimal policy construction no need to enumerate |A|Tn possible policies Value Iteration Bellman backup Vk is optimal k-stage-to-go value function
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Value Iteration Note how DP is used
optimal soln to k-1 stage problem can be used without modification as part of optimal soln to k-stage problem Because of finite horizon, policy nonstationary In practice, Bellman backup computed using:
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Summary So Far Resulting policy is optimal
convince yourself of this; convince that nonMarkovian, randomized policies not necessary Note: optimal value function is unique, but optimal policy is not
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Discounted Infinite Horizon MDPs
Total reward problematic (usually) many or all policies have infinite expected reward some MDPs (e.g., zero-cost absorbing states) OK “Trick”: introduce discount factor 0 ≤ β < 1 future rewards discounted by β per time step Note: Motivation: economic? failure prob? convenience?
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Some Notes Optimal policy maximizes value at each state
Optimal policies guaranteed to exist (Howard60) Can restrict attention to stationary policies why change action at state s at new time t? We define for some optimal π
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Value Equations (Howard 1960)
Value equation for fixed policy value Bellman equation for optimal value function
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Backup Operators We can think of the fixed policy equation and the Bellman equation as operators in a vector space e.g., La(V) = V’ = R + βPaV Vπ is unique fixed point of policy backup operator Lπ V* is unique fixed point of Bellman backup L* We can compute Vπ easily: policy evaluation simple linear system with n variables, n constraints solve V = R + βPV Cannot do this for optimal policy max operator makes things nonlinear
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Value Iteration Can compute optimal policy using value iteration, just like FH problems (just include discount term) no need to store argmax at each stage (stationary)
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Convergence L(V) is a contraction mapping in Rn
|| LV – LV’ || ≤ β || V – V’ || When to stop value iteration? when ||Vk - Vk-1||≤ ε ||Vk+1 - Vk|| ≤ β ||Vk - Vk-1|| this ensures ||Vk – V*|| ≤ εβ /1-β Convergence is assured any guess V: || V* - L*V || = ||L*V* - L*V || ≤ β|| V* - V || so fixed point theorems ensure convergence
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How to Act Given V* (or approximation), use greedy policy:
if V within ε of V*, then V(π) within 2ε of V* There exists an ε s.t. optimal policy is returned even if value estimate is off, greedy policy is optimal proving you are optimal can be difficult (methods like action elimination can be used)
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Policy Iteration Given fixed policy, can compute its value exactly:
Policy iteration exploits this 1. Choose a random policy π 2. Loop: (a) Evaluate Vπ (b) For each s in S, set (c) Replace π with π’ Until no improving action possible at any state
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Policy Iteration Notes
Convergence assured (Howard) intuitively: no local maxima in value space, and each policy must improve value; since finite number of policies, will converge to optimal policy Very flexible algorithm need only improve policy at one state (not each state) Gives exact value of optimal policy Generally converges much faster than VI each iteration more complex, but fewer iterations quadratic rather than linear rate of convergence
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Modified Policy Iteration
MPI a flexible alternative to VI and PI Run PI, but don’t solve linear system to evaluate policy; instead do several iterations of successive approximation to evaluate policy You can run SA until near convergence but in practice, you often only need a few backups to get estimate of V(π) to allow improvement in π quite efficient in practice choosing number of SA steps a practical issue
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Asynchronous Value Iteration
Needn’t do full backups of VF when running VI Gauss-Siedel: Start with Vk .Once you compute Vk+1(s), you replace Vk(s) before proceeding to the next state (assume some ordering of states) tends to converge much more quickly note: Vk no longer k-stage-to-go VF AVI: set some V0; Choose random state s and do a Bellman backup at that state alone to produce V1; Choose random state s… if each state backed up frequently enough, convergence assured useful for online algorithms (reinforcement learning)
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Some Remarks on Search Trees
Analogy of Value Iteration to decision trees decision tree (expectimax search) is really value iteration with computation focused on reachable states Real-time Dynamic Programming (RTDP) simply real-time search applied to MDPs can exploit heuristic estimates of value function can bound search depth using discount factor can cache/learn values can use pruning techniques
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Logical or Feature-based Problems
AI problems are most naturally viewed in terms of logical propositions, random variables, objects and relations, etc. (logical, feature-based) E.g., consider “natural” spec. of robot example propositional variables: robot’s location, Craig wants coffee, tidiness of lab, etc. could easily define things in first-order terms as well |S| exponential in number of logical variables Spec./Rep’n of problem in state form impractical Explicit state-based DP impractical Bellman’s curse of dimensionality
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Solution? Require structured representations
exploit regularities in probabilities, rewards exploit logical relationships among variables Require structured computation exploit regularities in policies, value functions can aid in approximation (anytime computation) We start with propositional represnt’ns of MDPs probabilistic STRIPS dynamic Bayesian networks BDDs/ADDs
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Homework Read readings for next time: [Littman & Kaelbling, JAIR 1996]
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Logical Representations of MDPs
MDPs provide a nice conceptual model Classical representations and solution methods tend to rely on state-space enumeration combinatorial explosion if state given by set of possible worlds/logical interpretations/variable assts Bellman’s curse of dimensionality Recent work has looked at extending AI-style representational and computational methods to MDPs we’ll look at some of these (with a special emphasis on “logical” methods)
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Course Overview Lecture 1 motivation
introduction to MDPs: classical model and algorithms AI/planning-style representations dynamic Bayesian networks decision trees and BDDs situation calculus (if time) some simple ways to exploit logical structure: abstraction and decomposition
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Course Overview (con’t)
Lecture 2 decision-theoretic regression propositional view as variable elimination exploiting decision tree/BDD structure approximation first-order DTR with situation calculus (if time) linear function approximation exploiting logical structure of basis functions discovering basis functions Extensions
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