Reinforcement Learning or, Learning and Planning with Markov Decision Processes

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1 Reinforcement Learning or, Learning and Planning with Markov Decision Processes 295 Seminar, Winter 2018 Rina Dechter Slides will follow David Silver s, and Sutton s book Goals: To learn together the basics of RL. Some lectures and classic and recent papers from the literature Students will be active learners and teachers Class page Demo Detailed demo 295, Winter

2 Topics 1. Introduction and Markov Decision Processes: Basic concepts. S&B chapters 1, 3. (myslides 2) 2. Planning Dynamic Programming Policy Iteration, Value Iteration, S&B chapter 4, (myslides 3) 3. Monte-Carlo(MC) and Temporal Differences (TD): S&B chapters 5 and 6, (myslides 4, myslides 5) 4. Multi-step bootstrapping: S&B chapter 7, (myslides 4, last part, slides 6 Sutton) 5. Bandit algorithms: S&B chapter 2, (myslides 7, sutton-based) 6. Exploration exploitation. (Slides: silver 9, Brunskill) 7. Planning and learning MCTS: S&B chapter 8, (slides Brunskill) 8. function approximations S&B chapter 9,10,11, (slides: silver 6, Sutton 9,10,11) 9. Policy gradient methods: S&B chapter 13, (slides: silver 7, Sutton 13) 10. Deep RL??? 295, Winter

3 Resources Book: Reinforcement Learning: An Introduction Richard S. Sutton and Andrew G. Barto UCL Course on Reinforcement Learning David Silver RealLife Reinforcement Learning Emma Brunskill Udacity course on Reinforcement Learning: Isbell, Littman and Pryby 295, Winter

4 295, Winter

5 Lecture 1: Introduction to Reinforcement Learning Outline Course Outline, Silver Part I: Elementary Reinforcement Learning 1 Introduction to RL 2 Markov DecisionProcesses 3 Planning by Dynamic Programming 4 Model-Free Prediction 5 Model-Free Control Part II: Reinforcement Learning in Practice 1 Value Function Approximation 2 Policy Gradient Methods 3 Integrating Learning and Planning 4 Exploration and Exploitation 5 Case study - RL in games 295, Winter

6 Introduction to Reinforcement Learnintg Chapter 1 S&B 295, Winter

7 Reinforcement Learning Learn a behavior strategy (policy) that maximizes the long term Sum of rewards in an unknown and stochastic environment (Emma Brunskill: ) Planning under Uncertainty Learn a behavior strategy (policy) that maximizes the long term Sum of rewards in a known stochastic environment (Emma Brunskill: ) 295, Winter

8 Reinforcement Learning 295, Winter

9 Lecture 1: Introduction to Reinforcement Learning The RL Problem Agent and Environment Environments observation action O t A t reward R t

10 Lecture 1: Introduction to Reinforcement Learning About RL Branches of Machine Learning Supervised Learning Unsupervised Learning Machine Learning Reinforcement Learning 295, Winter

11 Lecture 1: Introduction to Reinforcement Learning The RL Problem Sequential Decision Making Reward Goal: select actions to maximise total future reward Actions may have long term consequences Reward may bedelayed It may be better to sacrifice immediate reward to gain more long-term reward Examples: A financial investment (may take months to mature) Refuelling a helicopter (might prevent a crash in several hours) Blocking opponent moves (might help winning chances many moves from now) My pet project: The academic commitment problem. Given outside requests (committees, reviews, talks, teach ) what to accept and what to reject today? 11

12 295, Winter

13 Lecture 1: Introduction to Reinforcement Learning Problems within RL Atari Example: Reinforcement Learning observation O t reward R t action A t Rules of the game are unknown Learn directly from interactive game-play Pick actions on joystick, see pixels and scores 295, Winter

14 Lecture 1: Introduction to Reinforcement Learning The RL Problem Agent and Environment Environments observation O t reward R t action A t At each step t the agent: Executes action A t Receives observation O t Receives scalar rewardr t The environment: Receives action A t Emits observationo t+1 Emits scalar reward R t+1 t increments at env. step 295, Winter

15 Markov Decision Processes In a nutshell: Policy: π s a 295, Winter

16 Most of the story in a nutshell: Value and Q Functions 295, Winter

17 Most of the story in a nutshell: 295, Winter

18 Most of the story in a nutshell: 295, Winter

19 Most of the story in a nutshell: 295, Winter

20 Most of the story in a nutshell: 295, Winter

21 Most of the story in a nutshell: 295, Winter

22 Most of the story in a nutshell: 295, Winter

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25 Lecture 1: Introduction to Reinforcement Learning The RL Problem History and State State The history is the sequence of observations, actions, rewards H t = O 1, R 1, A 1,...,A t 1, O t,r t i.e. all observable variables up to time t i.e. the sensorimotor stream of a robot or embodied agent What happens next depends on the history: The agent selects actions The environment selects observations/rewards State is the information used to determine what happens next Formally, state is a function of the history: S t = f (H t ) 295, Winter

26 Lecture 1: Introduction to Reinforcement Learning The RL Problem Information State State An information state (a.k.a. Markov state) contains all useful information from the history. Definition A state S t is Markov if and only if P[S t+1 S t ] = P[S t+1 S 1,...,S t ] The future is independent of the past given the present H 1:t S t H t+1: Once the state is known, the history may be thrownaway i.e. The state is a sufficient statistic of the future The environment state Stis Markov The history H t is Markov 27

27 Lecture 1: Introduction to Reinforcement Learning Inside An RL Agent Major Components of an RL Agent An RL agent may include one or more of these components: Policy: agent s behaviourfunction Value function: how good is each state and/or action Model: agent s representation of the environment 295, Winter

28 Lecture 1: Introduction to Reinforcement Learning Policy Inside An RL Agent A policy is the agent s behaviour It is a map from state to action, e.g. Deterministic policy: a = π(s) Stochastic policy: π(a s) = P[A t = a S t = s] 295, Winter

29 Lecture 1: Introduction to Reinforcement Learning Inside An RL Agent Value Function Value function is a prediction of future reward Used to evaluate the goodness/badness of states And therefore to select between actions,e.g. v π (s) = E π R t+1 + γr t+2 + γ 2 R t S t = s 295, Winter

30 Lecture 1: Introduction to Reinforcement Learning Model Inside An RL Agent 295, Winter

31 Lecture 1: Introduction to Reinforcement Learning Inside An RL Agent Maze Example Start Rewards: -1 per time-step Actions: N, E, S, W States: Agent s location Goal 295, Winter

32 Lecture 1: Introduction to Reinforcement Learning Inside An RL Agent Maze Example: Policy Start Goal Arrows represent policy π(s) for each state s 33

33 Lecture 1: Introduction to Reinforcement Learning Inside An RL Agent Maze Example: Value Function Start Goal Numbers represent value v π (s) of each state s 34

34 Lecture 1: Introduction to Reinforcement Learning Inside An RL Agent Maze Example: Model Start Goal Agent may have an internal model of the environment Dynamics: how actions change the state Rewards: how much reward from each state The model may be imperfect Grid layout represents transition model Pss a Numbers represent immediate reward R from each state s (same for all a) a s 295, Winter

35 Lecture 1: Introduction to Reinforcement Learning Problems within RL Learning and Planning Two fundamental problems in sequential decision making Reinforcement Learning: The environment is initially unknown The agent interacts with the environment The agent improves its policy Planning: A model of the environment is known The agent performs computations with its model (without any external interaction) The agent improves its policy a.k.a. deliberation, reasoning, introspection, pondering, thought, search 295, Winter

36 Lecture 1: Introduction to Reinforcement Learning Problems within RL Prediction and Control Prediction: evaluate the future Given a policy Control: optimise the future Find the best policy 295, Winter

37 Markov Decision Processes Chapter 3 S&B 295, Winter

38 295, Winter

39 MDPs The world is an MDP (combining the agent and the world): give rise to a trajectory S0,A0,R1,S1,A1,R2,S2,A3,R3,S3, The process is governed by a transition function Markov Process (MP) Markov Reward Process (MRP) Markov Decision Process (MDP) 295, Winter

40 Lecture 2: Markov Decision Processes Processes Markov Property Markov Property The future is independent of the past given the present Definition A state S t is Markov if and only if P [S t+1 S t ] = P [S t+1 S 1,...,S t ] The state captures all relevant information from the history Once the state is known, the history may be thrown away i.e. The state is a sufficient statistic of the future 295, Winter

41 Lecture 2: Markov Decision Processes Markov Processes State Transition Matrix Markov Property 295, Winter where each row of the matrix sums to 1.

42 Lecture 2: Markov Decision Processes Processes Markov Process Markov Chains A Markov process is a memoryless random process, i.e. a sequence of random states S 1, S 2,... with the Markov property. Definition A Markov Process (or Markov Chain) is a tuple (S, P ) S is a (finite) set of states P is a state transition probability matrix, P ss ' = P [S t+1 = s ' S t = s] 295, Winter

43 Lecture 2: Markov Decision Processes Markov Processes Example: Student Markov Chain, a transition graph Markov Chains 0.9 Facebook Sleep Class Class Class Pass Pub , Winter

44 Lecture 2: Markov Decision Processes Markov Processes Example: Student Markov Chain Episodes Markov Chains Sample episodes for Student Markov Chain starting from S 1 = C Facebook Sleep S 1, S 2,...,S T Class Class Class Pass C1 C2 C3 Pass Sleep C1 FB FB C1 C2 Sleep Pub 0.4 C1 C2 C3 Pub C2 C3 Pass Sleep C1 FB FB C1 C2 C3 Pub C1 FB FB FB C1 C2 C3 Pub C2 Sleep 295, Winter

45 Lecture 2: Markov Decision Processes Markov Processes Example: Student Markov Chain Transition Matrix Markov Chains Facebook Sleep Class Class Class Pass Pub , Winter

46 Markov Decision Processes States: S Model: T(s,a,s ) = P(s s,a) Actions: A(s), A Reward: R(s), R(s,a), R(s,a,s ) Discount: γ Policy: π s a Utility/Value: sum of discounted rewards. We seek optimal policy that maximizes the expected total (discounted) reward 295, Winter

47 Lecture 2: Markov Decision Processes Markov Reward Processes Example: Student MRP MRP Facebook R = -1 Sleep R = Class Class Class Pass R = -2 R = -2 R = R = Pub 0.4 R = +1 49

48 Goals, Returns and Rewards The agent s goal is to maximize the total amount of rewards it gets (not immediate ones), relative to the long run. Reward is -1 typically in mazes for every time step Deciding how to associate rewards with states is part of the problem modelling. If T is the final step then the return is: 295, Winter

49 Lecture 2: Markov Decision Processes Return Markov Reward Processes Return Definition The return G t is the total discounted reward from time-step t. The discount γ [0, 1] is the present value of future rewards The value of receiving reward R after k + 1 time-steps is γ k R. This values immediate reward above delayed reward. γ close to 0 leads to myopic evaluation γ close to 1 leads to far-sighted evaluation 295, Winter

50 Lecture 2: Markov Decision Processes Markov Reward Processes Why discount? Return Most Markov reward and decision processes are discounted. Why? Mathematically convenient to discount rewards Avoids infinite returns in cyclic Markov processes Uncertainty about the future may not be fully represented If the reward is financial, immediate rewards may earn more interest than delayed rewards Animal/human behaviour shows preference for immediate reward It is sometimes possible to use undiscounted Markov reward processes (i.e. γ = 1), e.g. if all sequences terminate. 295, Winter

51 Lecture 2: Markov Decision Processes Markov Reward Processes Value Function Value Function The value function v (s) gives the long-term value of state s Definition The state value function v (s) of an MRP is the expected return starting from state s v (s) = E[G t S t = s] 295, Winter

52 Lecture 2: Markov Decision Processes Markov Reward Processes Example: Student MRP Returns Value Function Sample returns for Student MRP: Starting from S 1 = C1 with γ = 1 2 G 1 = R 2 + γr γ T 2 R T C1 C2 C3 Pass Sleep C1 FB FB C1 C2 Sleep C1 C2 C3 Pub C2 C3 Pass Sleep C1 FB FB C1 C2 C3 Pub C1... FB FB FB C1 C2 C3 Pub C2 Sleep 295, Winter

53 Lecture 2: Markov Decision Processes Markov Reward Processes Bellman Equation for MRPs Bellman Equation The value function can be decomposed into two parts: immediate reward R t+1 discounted value of successor state γv (S t+1 ) v(s) = E [G t S t = s] = E [ R + γr 2 t +1 t +2 t +3 t + γ R +... S = s] = E [R t+1 + γ (R t+2 + γr t ) S t = s] = E [R t+1 + γg t+1 S t = s] = E [R t+1 + γv(s t+1 ) S t = s] 295, Winter

54 Lecture 2: Markov Decision Processes Markov Reward Processes Bellman Equation for MRPs (2) Bellman Equation 295, Winter

55 Lecture 2: Markov Decision Processes Markov Reward Processes Example: Bellman Equation for Student MRP Bellman Equation 4.3 = * * R = -1 R = R = -2 R = -2 R = R = R = +1 57

56 Lecture 2: Markov Decision Processes Markov Reward Processes Bellman Equation Equation in Matrix Form The Bellman equation can be expressed concisely using matrices, v = R + γpv where v is a column vector with one entry per state 295, Winter

57 Lecture 2: Markov Decision Processes Markov Reward Processes Solving the Bellman Equation Bellman Equation The Bellman equation is a linear equation It can be solved directly: (I γp) v = R v = R + γpv v = (I γp) 1 R Computational complexity is O(n 3 ) for n states Direct solution only possible for small MRPs There are many iterative methods for large MRPs, e.g. Dynamic programming Monte-Carlo evaluation Temporal-Difference learning 295, Winter

58 Lecture 2: Markov Decision Processes Decision Processes Markov Decision Process MDP 295, Winter

59 Lecture 2: Markov Decision Processes Markov Decision Processes Example: Student MDP MDP Facebook R = -1 Quit R =0 Facebook R = -1 Study Sleep R =0 Study R = -2 R = -2 Study R = Pub R =+1 295, Winter

60 Lecture 2: Markov Decision Processes Markov Decision Processes Policies and Value functions (1) Policies Definition A policy π is a distribution over actions given states, π(a s) = P [A t = a S t = s] A policy fully defines the behaviour of an agent MDP policies depend on the current state (not the history) i.e. Policies are stationary (time-independent), A t π( S t ), t > 0 295, Winter

61 Policy s and Value functions 295, Winter

62 Lecture 1: Introduction to Reinforcement Learning Problems within RL Gridworld Example: Prediction Actions: up, down, left, right. Rewards 0 unless off the grid with reward -1 From A to A, rewatd +10. from B to B reward +5 Policy: actions are uniformly random. A B B Figure 3.3 A Actions (a) What is the value function for the uniform random policy? Gamma=0.9. solved using EQ Exercise: show 3.14 holds for each state in Figure (b). (b) 64

63 Lecture 2: Markov Decision Processes Markov Decision Processes Value Function, Q Functions Value Functions Definition The state-value function v π (s) of an MDP is the expected return starting from state s, and then following policy π v π (s) = E π [G t S t = s] Definition The action-value function q π (s, a) is the expected return starting from state s, taking action a, and then following policy π q π (s, a) = E π [G t S t = s, A t = a] 295, Winter

64 Lecture 2: Markov Decision Processes Markov Decision Processes Bellman Expectation Equation Bellman Expectation Equation The state-value function can again be decomposed into immediate reward plus discounted value of successor state, v π (s) = E π [R t+1 + γv π (S t+1 ) S t = s] The action-value function can similarly be decomposed, q π (s, a) = E π [R t+1 + γq π (S t+1, A t+1 ) S t = s, A t = a] Expressing the functions recursively, Will translate to one step look-ahead. 295, Winter

65 Lecture 2: Markov Decision Processes Markov Decision Processes Bellman Expectation Equation for V π Bellman Expectation Equation 295, Winter

66 Lecture 2: Markov Decision Processes Markov Decision Processes Bellman Expectation Equation for Q π Bellman Expectation Equation 295, Winter

67 Lecture 2: Markov Decision Processes Markov Decision Processes Bellman Expectation Equation for v Bellman Expectation Equation π (2) 295, Winter

68 Lecture 2: Markov Decision Processes Markov Decision Processes Bellman Expectation Equation for q Bellman Expectation Equation π (2) 295, Winter

69 Lecture 2: Markov Decision Processes Markov Decision Processes Optimal Policies and Optimal Value Function Optimal Value Functions Definition The optimal state-value function v (s) is the maximum value function over all policies v (s) = max v (s) The optimal action-value function q (s, a) is the maximum action-value function over all policies q (s, a) = max q (s, a) π π π π The optimal value function specifies the best possible performance in the MDP. An MDP is solved when we know the optimal value function.

70 Lecture 2: Markov Decision Processes Markov Decision Processes Optimal Value Function for Student MDP Optimal Value Functions Facebook v * (s) for γ =1 R = Quit R =0 Facebook R = -1 Sleep R =0 Study Study R = -2 R = -2 Study R = +10 Pub R = , Winter

71 Lecture 2: Markov Decision Processes Markov Decision Processes Optimal Action-Value Function for Student MDP Optimal Value Functions Facebook R = -1 q * =5 q * (s,a) for γ =1 6 0 Quit R =0 q * =6 Facebook R =-1 q * =5 Study Study R =-2 q * =6 Sleep R =0 q * =0 R =-2 q * =8 Study R = +10 q * =10 Pub R = q * = , Winter

72 Lecture 2: Markov Decision Processes Markov Decision Processes Optimal Policy Optimal Value Functions Define a partial ordering over policies π π ' if v π (s) v π '(s), s Theorem For any Markov Decision Process There exists an optimal policy π that is better than or equal to all other policies, π π, π All optimal policies achieve the optimal value function, v π (s) = v (s) All optimal policies achieve the optimal action-value function, q π (s, a) = q (s,a) 295, Winter

73 Lecture 2: Markov Decision Processes Markov Decision Processes Finding an Optimal Policy Optimal Value Functions An optimal policy can be found by maximising over q (s, a), There is always a deterministic optimal policy for any MDP If we know q (s, a), we immediately have the optimal policy 295, Winter

74 Bellman Equation for V* and Q* V*(s) q*(s; a) 295, Winter

75 Lecture 2: Markov Decision Processes Markov Decision Processes Example: Bellman Optimality Bellman Equation Optimality Equation in Student MDP Facebook 6 = max {-2 + 8, } R = Quit R =0 Facebook R = -1 Sleep R =0 Study Study R = -2 R = -2 Study R = +10 Pub R = , Winter

76 Lecture 1: Introduction to Reinforcement Learning Problems within RL Gridworld Example: Control A B B A a) gridworld V* π* b) v c) What is the optimal value function over all possible policies? What is the optimal policy? Figure , Winter

77 Lecture 2: Markov Decision Processes Markov Decision Processes Solving the Bellman Optimality Equation Bellman Optimality Equation Bellman Optimality Equation is non-linear No closed form solution (in general) Many iterative solution methods Value Iteration Policy Iteration Q-learning Sarsa 295, Winter

78 Planning by Dynamic Programming Sutton & Barto, Chapter 4 295, Winter

79 Lecture 3: Planning by Dynamic Programming Introduction Planning by Dynamic Programming Dynamic programming assumes full knowledge of the MDP It is used for planning in an MDP For prediction: Input: MDP (S, A, P, R, γ) and policy π or: MRP (S, P π, R π, γ) Output: value function v π Or for control: Input: MDP (S, A, P, R, γ) Output: optimal value function v and: optimal policy π 295, Winter

80 Lecture 3: Planning by Dynamic Programming Evaluation Policy Evaluation (Prediction) Iterative Policy Evaluation Problem: evaluate a given policy π Solution: iterative application of Bellman expectation backup v 1 v 2... v π Using synchronous backups, At each iteration k + 1 For all states s S Update v k+1 (s) from v k (s ' ) where s ' is a successor state of s We will discuss asynchronous backups later Convergence to v π will be proven at the end of the lecture 295, Winter

81 Iterative Policy Evaluations These is a simultaneous linear equations in ISI unknowns and can be solved. Practically an iterative procedure until a foxed-point can be more effective Iterative policy evaluation. 295, Winter

82 Iterative policy Evaluation 295, Winter

83 Lecture 3: Planning by Dynamic Programming Policy Evaluation Evaluating a Random Policy in the Small Gridworld Example: Small Gridworld Undiscounted episodic MDP (γ = 1) Nonterminal states 1,..., 14 One terminal state (shown twice as shaded squares) Actions leading out of the grid leave state unchanged Reward is 1 until the terminal state is reached Agent follows uniform random policy π(n ) = π(e ) = π(s ) = π(w ) = , Winter

84 Lecture 3: Planning by Dynamic Programming Iterative Policy Evaluation Policy Evaluation in Small Gridworld Example: Small Gridworld vv k for the Random Policy Greedy Policy w.r.t. vv k k = random policy k = k = , Winter

85 Lecture 3: Planning by Dynamic Programming Policy Iterative Evaluation Policy Evaluation in Small Gridworld (2) Example: Small Gridworld k = k = optimal policy k = , Winter

86 Lecture 3: Planning by Dynamic Programming Iteration Policy Improvement Given a policy π Evaluate the policy π v π (s) = E [R t+1 + γr t S t = s] Improve the policy by acting greedily with respect to v π π ' = greedy(v π ) In Small Gridworld improved policy was optimal, π ' = π In general, need more iterations of improvement / evaluation But this process of policy iteration always converges to π 295, Winter

87 Policy Iteration 295, Winter

88 Lecture 3: Planning by Dynamic Programming Iteration Policy Iteration Policy evaluation Estimate v π Iterative policy evaluation Policy improvement Generate π I π Greedy policy improvement 295, Winter

89 Lecture 3: Planning by Dynamic Programming Iteration Policy Improvement Policy Improvement 295, Winter

90 Lecture 3: Planning by Dynamic Programming Iteration Policy Improvement (2) Policy Improvement If improvements stop, q π (s, π ' (s)) = max q π (s, a) = q π (s, π(s)) = v π (s) a A Then the Bellman optimality equation has been satisfied v π (s) = max q π (s, a) a A Therefore v π (s) = v (s) for all s S so π is an optimal policy 295, Winter

91 Lecture 3: Planning by Dynamic Programming Policy Iteration Modified Policy Iteration Extensions to Policy Iteration Does policy evaluation need to converge to v π? Or should we introduce a stopping condition e.g. E-convergence of value function Or simply stop after k iterations of iterative policy evaluation? For example, in the small gridworld k = 3 was sufficient to achieve optimal policy Why not update policy every iteration? i.e. stop after k = 1 This is equivalent to value iteration (next section) 295, Winter

92 Lecture 3: Planning by Dynamic Programming Policy Iteration Generalised Policy Iteration Extensions to Policy Iteration Policy evaluation Estimate v π Any policy evaluation algorithm Policy improvement Generate π ' π Any policy improvement algorithm 295, Winter

93 Lecture 3: Planning by Dynamic Programming Value Iteration Principle of Optimality Value Iteration in MDPs Any optimal policy can be subdivided into two components: An optimal first action A Followed by an optimal policy from successor state S I Theorem (Principle of Optimality) A policy π(a s) achieves the optimal value from state s, v π (s) = v (s), if and onlyif For any state s ' reachable from s π achieves the optimal value from state s ', v π (s ' ) = v (s ' ) 295, Winter

94 Lecture 3: Planning by Dynamic Programming Value Iteration Deterministic Value Iteration Value Iteration in MDPs 295, Winter

95 Value Iteration 295, Winter

96 Value Iteration 295, Winter

97 Lecture 3: Planning by Dynamic Programming Value Iteration Example: Shortest Path Value Iteration in MDPs g Problem V 1 V 2 V V 4 V 5 V 6 V 7 295, Winter

98 Lecture 3: Planning by Dynamic Programming Iteration Value Iteration Value Iteration in MDPs Problem: find optimal policy π Solution: iterative application of Bellman optimality backup v 1 v 2... v Using synchronous backups At each iteration k + 1 For all states s S Update v k+1 (s) from v k (s ' ) Convergence to v will be proven later Unlike policy iteration, there is no explicit policy Intermediate value functions may not correspond to any policy 295, Winter

99 Lecture 3: Planning by Dynamic Programming Iteration Value Iteration (2) Value Iteration in MDPs 295, Winter

100 Lecture 3: Planning by Dynamic Programming Extensions to Dynamic Programming Asynchronous Dynamic Programming Asynchronous Dynamic Programming DP methods described so far used synchronous backups i.e. all states are backed up in parallel Asynchronous DP backs up states individually, in any order For each selected state, apply the appropriate backup Can significantly reduce computation Guaranteed to converge if all states continue to be selected 295, Winter

101 Lecture 3: Planning by Dynamic Programming Extensions to Dynamic Programming Asynchronous Dynamic Programming Asynchronous Dynamic Programming Three simple ideas for asynchronous dynamic programming: In-place dynamic programming Prioritised sweeping Real-time dynamic programming 295, Winter

102 Lecture 3: Planning by Dynamic Programming Extensions to Dynamic Programming In-Place Dynamic Programming Asynchronous Dynamic Programming 295, Winter

103 Lecture 3: Planning by Dynamic Programming Extensions to Dynamic Programming Prioritised Sweeping Asynchronous Dynamic Programming 295, Winter

104 Lecture 3: Planning by Dynamic Programming Extensions to Dynamic Programming Real-Time Dynamic Programming Asynchronous Dynamic Programming Idea: only states that are relevant to agent Use agent s experience to guide the selection of states After each time-step S t, A t, R t+1 Backup the state S t 295, Winter

105 Lecture 3: Planning by Dynamic Programming Extensions to Dynamic Programming Full-Width Backups Full-width and sample backups DP uses full-widthbackups For each backup (sync or async) Every successor state and action is considered Using knowledge of the MDP transitions and reward function DP is effective for medium-sized problems (millions of states) For large problems DP suffers Bellman s curse ofdimensionality Number of states n = S grows exponentially with number of state variables Even one backup can be too expensive 111

106 Lecture 3: Planning by Dynamic Programming Extensions to Dynamic Programming Sample Backups Full-width and sample backups In subsequent lectures we will consider sample backups Using sample rewards and sample transitions (S, A, R, S ' ) Instead of reward function R and transition dynamics P Advantages: Model-free: no advance knowledge of MDP required Breaks the curse of dimensionality through sampling Cost of backup is constant, independent of n = S 295, Winter

107 Lecture 3: Planning by Dynamic Programming Extensions to Dynamic Programming Approximate Dynamic Programming Approximate Dynamic Programming 295, Winter

108 Csaba slides, 295, Winter

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118 Lecture 3: Planning by Dynamic Programming Value ContractionFunction Mapping -Norm We will measure distance between state-value functions u and v by the -norm i.e. the largest difference between state values, u v = max u(s) v(s) s S 295, Winter

119 Lecture 3: Planning by Dynamic Programming Contraction Mapping Mapping Theorem Theorem (Contraction Mapping Theorem) For any metric space V that is complete (i.e. closed) under an operator T (v ), where T is a γ-contraction, T converges to a unique fixed point At a linear convergence rate of γ 295, Winter

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121 Lecture 3: Planning by Dynamic Programming Contraction Mapping Convergence of Iter. Policy Evaluation and Policy Iteration The Bellman expectation operator T π has a unique fixed point v π is a fixed point of T π (by Bellman expectation equation) By contraction mapping theorem Iterative policy evaluation converges on v π Policy iteration converges on v 295, Winter

122 Lecture 3: Planning by Dynamic Programming Contraction Mapping Bellman Optimality Backup is a Contraction Define the Bellman optimality backup operator T, T (v) = max R a + γp a v a A This operator is a γ-contraction, i.e. it makes value functions closer by at least γ (similar to previous proof) T (u) T (v) γ u v 295, Winter

123 Lecture 3: Planning by Dynamic Programming Contraction Mapping Convergence of Value Iteration The Bellman optimality operator T has a unique fixed point v is a fixed point of T (by Bellman optimality equation) By contraction mapping theorem Value iteration converges on v 295, Winter

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