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1 Reinforcement Learning: Learning algorithms Function Approximation Yishay Mansour Tel-Aviv University
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2 Outline Week I: Basics –Mathematical Model (MDP) –Planning Value iteration Policy iteration Week II: Learning Algorithms –Model based –Model Free Week III: Large state space
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3 Learning Algorithms Given access only to actions perform: 1. policy evaluation. 2. control - find optimal policy. Two approaches: 1. Model based (Dynamic Programming). 2. Model free (Q-Learning, SARSA).
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4 Learning: Policy improvement Assume that we can compute: –Given a policy π, –The V and Q functions of π Can perform policy improvement: –Π= Greedy (Q) Process converges if estimations are accurate.
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5 Learning - Model Free Optimal Control: off-policy Learn online the Q function. Q t+1 (s t,a t ) = Q t (s t,a t )+ A t OFF POLICY: Q-Learning Maximization Operator!!! A t = r t + MAX a {Q t (s t+1,a )} - Q t (s t,a t )
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6 Learning - Model Free Policy evaluation: TD(0) An online view: At state s t we performed action a t, received reward r t and moved to state s t+1. Our “estimation error” is A t =r t + V t (s t+1 )-V t (s t ), The update: V t +1 (s t ) = V t (s t ) + A t No maximization over actions!
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7 Learning - Model Free Optimal Control: on-policy Learn online the optimal Q * function. Q t+1 (s t,a t ) = Q t (s t,a t )+ r t + Q t (s t+1,a t+1 ) - Q t (s t,a t )] ON-Policy: SARSA a t+1 the -greedy policy for Q t. The policy selects the action! Need to balance exploration and exploitation.
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8 Modified Notation Rather than Q(s,a) have Q a (s) Greedy(Q) = MAX a Q a (s) Each action has a function Q a (s) Learn each Q a (s) independently!
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9 Large state space Reduce number of states –Symmetries (x-o) –Cluster states Define attributes Limited number of attributes Some states will be identical
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10 Example X-O For each action (square) –Consider row/diagonal/column through it –The state will encode the status of “rows”: Two X’s Two O’s Mixed (both X and O) One X One O empty –Only Three types of squares/actions
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11 Clustering states Need to create attributes Attributes should be “game dependent” Different “real” states - same representation How do we run? –We estimate action value. –Consider only legal actions. –Play “best” action.
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12 Function Approximation Use a limited model for Q a (s) Have an attribute vector: –Each state s has a vector vec(s)=x 1... x k –Normally k << |S| Examples: –Neural Network –Decision tree –Linear Function Weights = 1... k Value i x i
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13 Gradient Decent Minimize Squared Error –Square Error = ½ P(s) [V (s) – V (s)] 2 –P(s) is a weighting on the states Algorithm: – (t+1) = (t) + [V (s t ) – V (t) (s t )] (t) V (t) (s t ) – (t) = partial derivatives –Replace V (s t ) by a sample Monte Carlo: use R t for V (s t ) TD(0) use A t for [V (s t ) – V (t) (s t )]
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14 Linear Functions Linear function: i x i = Derivative (t) V t (s t ) = vec(s t ) Update Rule: – t+1 = t + [V (s t ) – V t (s t )] vec(s t ) –MC: t+1 = t + [ R t – ] vec(s t ) –TD: t+1 = t + A t vec(s t )
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15 Example: 4 in a row Select attributes for action (column): –3 in a row (type X or type O) –2 in a row (type X or O) and [blocked/ not] –Next location 3 in a row. Next move might lose –Other “features” RL will learn the weights. Look ahead significantly helps –use max-min tree
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16 Bootstrapping Playing against a “good” player –Using.... Self play –Start with a random player –play against one self. Choose a starting point. –Max-Min tree with simple scoring function. Add some simple guidance –add “compulsory” moves.
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17 Scoring Function Checkers: –Number of pieces –Number of Queens Chess –Weighted sum of pieces Othello/Reversi –Difference in number of pieces Can be used with Max-Min Tree –( , ) pruning
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18 Example: Revesrsi (Othello) Use a simple score functions: –difference in pieces –edge pieces –corner pieces Use Max-Min Tree RL: optimize weights.
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19 Advanced issues Time constraints –fast and slow modes Opening –can help End game –many cases: few pieces, –can be solved efficiently Train on a specific state –might be helpful/ not sure that its worth the effort.
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20 What is Next? Create teams: –Choose a game! GUI for game –Deadline April 12, 2010 System specification –Project outline –High level components planning –May 10, 2010
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21 Schedule (more) Build system Project completion –Aug. 30, 2010 All supporting documents in html! From next week: –Each groups works by itself. –Feel free to contact us.
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