CSEP 573: Artificial Intelligence

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CSEP 573: Artificial Intelligence Reinforcement Learning! Ali Farhadi Many slides over the course adapted from either Luke Zettlemoyer, Pieter Abbeel, Dan Klein, Stuart Russell or Andrew Moore 1

Outline Reinforcement Learning Passive Learning TD Updates Q-value iteration Q-learning Linear function approximation

What is it doing?

Reinforcement Learning Reinforcement learning: Still have an MDP: A set of states s S A set of actions (per state) A A model T(s,a,s ) A reward function R(s,a,s ) Still looking for a policy π(s) New twist: don t know T or R I.e. don t know which states are good or what the actions do Must actually try actions and states out to learn

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

Example: Backgammon Reward only for win / loss in terminal states, zero otherwise TD-Gammon learns a function approximation to V(s) using a neural network Combined with depth 3 search, one of the top 3 players in the world You could imagine training Pacman this way but it s tricky! (It s also P3)

Reinforcement Learning Basic idea: Receive feedback in the form of rewards Agent s utility is defined by the reward function Must learn to act so as to maximize expected rewards

What is the dot doing?

Key Ideas for Learning Online vs. Batch Learn while exploring the world, or learn from fixed batch of data Active vs. Passive Does the learner actively choose actions to gather experience? or, is a fixed policy provided? Model based vs. Model free Do we estimate T(s,a,s ) and R(s,a,s ), or just learn values/policy directly

Detour: Sampling Expectations Want to compute an expectation weighted by P(x): Model-based: estimate P(x) from samples, compute expectation Model-free: estimate expectation directly from samples Why does this work? Because samples appear with the right frequencies!

Model-Based Learning Idea: Learn the model empirically (rather than values) Solve the MDP as if the learned model were correct Empirical model learning Simplest case: Count outcomes for each s,a Normalize to give estimate of T(s,a,s ) Discover R(s,a,s ) the first time we experience (s,a,s ) More complex learners are possible (e.g. if we know that all squares have related action outcomes, e.g. stationary noise )

Example: Model-Based Learning y Episodes: +100 (1,1) up -1 (1,2) up -1 (1,1) up -1 (1,2) up -1-100 (1,2) up -1 (1,3) right -1 (1,3) right -1 (2,3) right -1 (3,3) right -1 (2,3) right -1 (3,3) right -1 (3,2) up -1 γ = 1 x (3,2) up -1 (4,2) exit -100 (3,3) right -1 (done) T(<3,3>, right, <4,3>) = 1 / 3 (4,3) exit +100 (done) T(<2,3>, right, <3,3>) = 2 / 2

Model-free Learning Big idea: why bother learning T? Question: how can we compute V if we don t know T? Use direct estimation to sample complete trials, average rewards at end Use sampling to approximate the Bellman updates, compute new values during each learning step s π(s) s, π(s) s

Simple Case: Direct Estimation Average the total reward for every trial that visits a state: y +100 (1,1) up -1 (1,1) up -1-100 (1,2) up -1 (1,2) up -1 (1,2) up -1 (1,3) right -1 (1,3) right -1 (2,3) right -1 (3,3) right -1 (2,3) right -1 (3,3) right -1 (3,2) up -1 γ = 1, R = -1 x (3,2) up -1 (3,3) right -1 (4,2) exit -100 (done) V(1,1) ~ (92 + -106) / 2 = -7 (4,3) exit +100 V(3,3) ~ (99 + 97 + -102) / 3 = 31.3 (done)

Problems with Direct Evaluation What s good about direct evaluation? It is easy to understand It doesn t require any knowledge of T and R It eventually computes the correct average value using just sample transitions What s bad about direct evaluation? It wastes information about state connections Each state must be learned separately So, it takes long time to learn 15

Towards Better Model-free Learning Review: Model-Based Policy Evaluation s Simplified Bellman updates to calculate V for a fixed policy: New V is expected one-step-lookahead using current V Unfortunately, need T and R s, π(s),s π(s) s, π(s) s

Sample Avg to Replace Expectation? Who needs T and R? Approximate the expectation with samples (drawn from T!) s π(s) s, π(s) s 1 s 2 s 3

Temporal Difference Learning Big idea: why bother learning T? Update V each time we experience a transition Temporal difference learning (TD) Policy still fixed! Move values toward value of whatever successor occurs: running average! s π(s) s, π(s) s

Detour: Exp. Moving Average Exponential moving average Makes recent samples more important!!!! Forgets about the past (distant past values were wrong anyway) Easy to compute from the running average Decreasing learning rate can give converging averages

TD Policy Evaluation (1,1) up -1 (1,2) up -1 (1,2) up -1 (1,3) right -1 (2,3) right -1 (3,3) right -1 (3,2) up -1 (3,3) right -1 (4,3) exit +100 (done) (1,1) up -1 (1,2) up -1 (1,3) right -1 (2,3) right -1 (3,3) right -1 (3,2) up -1 (4,2) exit -100 (done) y +100-100 x Updates for V(<3,3>): V(<3,3>) = 0.5*0 + 0.5*[-1 + 1*0] = -0.5 V(<3,3>) = 0.5*-0.5 + 0.5*[-1+1*100] = 49.475 V(<3,3>) = 0.5*49.475 + 0.5*[-1 + 1*-0.75] Take γ = 1, α = 0.5, V0(<4,3>)=100, V0(<4,2>)=-100, V0 = 0 otherwise

Problems with TD Value Learning TD value leaning is model-free for policy evaluation (passive learning) However, if we want to turn our value estimates into a policy, we re sunk: s a s, a s,a,s s Idea: learn Q-values directly Makes action selection model-free too!

Q-Learning Update Q-Learning: sample-based Q-value iteration Learn Q*(s,a) values Receive a sample (s,a,s,r) Consider your old estimate: Consider your new sample estimate: Incorporate the new estimate into a running average:

Q-Learning: Fixed Policy

Exploration / Exploitation Several schemes for action selection Simplest: random actions (ε greedy) Every time step, flip a coin With probability ε, act randomly With probability 1-ε, act according to current policy Problems with random actions? You do explore the space, but keep thrashing around once learning is done One solution: lower ε over time Another solution: exploration functions

Q-Learning: ε Greedy

Exploration Functions When to explore Random actions: explore a fixed amount Better idea: explore areas whose badness is not (yet) established Exploration function Takes a value estimate and a count, and returns an optimistic utility, e.g. (exact form not important) Exploration policy π(s )= vs.

Q-Learning Final Solution Q-learning produces tables of q-values:

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! Not too sensitive to how you select actions (!)! Neat property: off-policy learning learn optimal policy without following it S E S E

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

Example: Pacman Let s say we discover through experience that this state is bad: In naïve q learning, we know nothing about related states and their q values: Or even this third one!

Feature-Based Representations Solution: describe a state using a vector of features (properties) 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. Is it the exact state on this slide? Can also describe a q-state (s, a) with features (e.g. action moves closer to food)

Which Algorithm? Q-learning, no features, 50 learning trials:

Which Algorithm? Q-learning, no features, 1000 learning trials:

Which Algorithm? Q-learning, simple features, 50 learning trials:

Linear Feature Functions Using a feature representation, we can write a q function (or value 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 actually be very different in value!

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 Formal justification: online least squares Exact Q s Approximate Q s

Example: Q-Pacman

Linear Regression 40 26 24 20 22 20 0 0 20 30 20 10 0 0 10 20 30 40 Prediction Prediction

Ordinary Least Squares (OLS) Observation Error or residual Prediction 0 0 20

Minimizing Error Imagine we had only one point x with features f(x): Approximate q update: target prediction

Overfitting 30 25 20 Degree 15 polynomial 15 10 5 0-5 -10-15 0 2 4 6 8 10 12 14 16 18 20

Policy Search* Problem: often the feature-based policies that work well aren t the ones that approximate V / Q best E.g. your value functions from project 2 were probably horrible estimates of future rewards, but they still produced good decisions We ll see this distinction between modeling and prediction again later in the course! Solution: learn the policy that maximizes rewards rather than the value that predicts rewards! This is the idea behind policy search, such as what controlled the upside-down helicopter

Policy Search* Simplest policy search: Start with an initial linear value function or q-function Nudge each feature weight up and down and see if your policy is better than before! Problems: How do we tell the policy got better? Need to run many sample episodes! If there are a lot of features, this can be impractical

Policy Search* Advanced policy search: Write a stochastic (soft) policy:!!! Turns out you can efficiently approximate the derivative of the returns with respect to the parameters w (details in the book, optional material)! Take uphill steps, recalculate derivatives, etc.

Policy Search*

MDP and RL Known#MDP:#Offline#Solu)on# Goal # # # #Technique# # Compute#V*,#Q*,#π* # #Value#/#policy#itera)on# # Evaluate#a#fixed#policy#π # #Policy#evalua)on# # # Unknown#MDP:#Model[Based# Unknown#MDP:#Model[Free# Goal # # #Technique# # Compute#V*,#Q*,#π* # Evaluate#a#fixed#policy#π # # #VI/PI#on#approx.#MDP# #PE#on#approx.#MDP# Goal # # #Technique# # Compute#V*,#Q*,#π* # Evaluate#a#fixed#policy#π # # #Q[learning# #Value#Learning# 46