# CSE510 Deep Reinforcement Learning (Lecture 3) ## Introduction and Definition of MDPs ### Definition and Examples #### Reinforcement Learning A computational framework for behavior learning through reinforcement - RL is for an agent with the capacity to act - Each action influences the agent’s future observation - Success is measured by a scalar reward signal - Goal: find a policy that maximizes expected total rewards Mathematical Model: Markov Decision Processes (MDP) #### Markov Decision Processes (MDP) A Finite MDP is defined by: - A finite set of states $s \in S$ - A finite set of actions $a \in A$ - A transition function $T(s, a, s')$ - Probability that a from s leads to s', i.e., $P(s'| s, a)$ - Also called the model or the dynamics - A reward function $R(s)$ ( Sometimes $R(s,a)$ or $R(s, a, s')$ ) - A start state - A start state - Maybe a terminal state A model for sequential decisionmaking problem under uncertaint #### States - **Stat is a snapshot of everything that matters for the next decision** - _Experience_ is a sequence of observations, actions, and rewards. - _Observation_ is the raw input of the agent's sensors - The state is a summary of the experience. $$ s_t=f(o_1, r_1, a_1, \ldots, a_{t-1}, o_t, r_t) $$ - The state can **include immediate "observations," highly processed observations, and structures built up over time from sequences of observations, memories** etc. - In a fully observed environment, $s_t= f(o_t)$ #### Action - **Action = choice you make now** - They are used by the agent to interact with the world. - They can have many different temporal granularities and abstractions. - Actions can be defined to be - The instantaneous torques on the gripper - The instantaneous gripper translation, rotation, opening - Instantaneous forces applied to the objects - Short sequences of the above #### Rewards - **Reward = score you get as a result** - They are scalar values provided by the environment to the agent that indicate whether goals have been achieved, - e.g., 1 if goal is achieved, 0 otherwise, or -1 for overtime step the goal is not achieved - Rewards specify what the agent needs to achieve, not how to achieve it. - The simplest and cheapest form of supervision, and surprisingly general. - **Dense rewards are always preferred if available** - e.g., distance changes to a goal. #### Dynamics or the Environment Model - **Transition = dice roll** the world makes after your choice. - How the state change given the current state and action $$ P(S_{t+1}=s'|S_t=s_t, A_t=a_t) $$ - Modeling the uncertainty - Everyone has their own "world model", capturing the physical laws of the world. - Human also have their own "social model", by their values, beliefs, etc. - Two problems: - Planning: the dynamics model is known - Reinforcement learning: the dynamics model is unknown #### Assumptions we have for MDP **First-Order Markovian dynamics** (history independence) - Next state only depend on current state and current action $$ P(S_{t+1}=s'|S_t=s_t,A_t=a_t,S_1,A_1,\ldots,S_{t-1},A_{t-1}) = P(S_{t+1}=s'|S_t=s_t,A_t=a_t) $$ **State-dependent** reward - Reward is a deterministic function of current state **Stationary dynamics**: do not depend on time $$ P(S_{t+1}=s'|A_t,S_t) = P(S_{k+1}=s'|A_k,S_k),\forall t,k $$ **Full observability** of the state - Though we can't predict exactly which state we will reach when we execute an action, after the action is executed, we know the new state. ### Examples #### Atari games - States: raw RGB frames (one frame is not enough, so we use a sequence of frames, usually 4 frames) - Action: 18 actions in joystick movement - Reward: score changes #### Go - States: features of the game board - Action: place a stone or resign - Reward: win +1, lose -1, draw 0 #### Autonomous car driving - States: speed, direction, lanes, traffic, weather, etc. - Action: steer, brake, throttle - Reward: +1 for reaching the destination, -1 for honking from surrounding cars, -100 for collision (exmaple) #### Grid World A maze-like problem - The agent lives in a grid - States: position of the agent - Noisy actions: east, south, west, north - Dynamics: actions not always go as planned - 80% of the time, the action North takes the agent north (if there is a wall, it stays) - 10% of the time, the action North takes the agent west and 10% of the time, the action North takes the agent east - Reward the agent receives each time step - Small "living" reward each step (can be negative) - Big reward for reaching the goal > [!NOTE] > > Due to the noise in the actions, it is insufficient to just output a sequence of actions to reach the goal. ### Solution and its criterion ### Solution to an MDP - Actions have stochastic effects, so the state we end up in is uncertain - This means that we might end up in states where the remainder of the action sequence doesn't apply or is a bad choice - A solution should tell us what the best action is for any possible situation/state that might arise ### Policy as output to an MDP A stationary policy is a mapping from states to actions - $\pi: S \to A$ - $\pi(s)$ is the action to take in state $s$ (regardless of the time step) - Specifies a continuously reactive controller We don't want to output just any policy We want to output a good policy One that accumulates a lot of rewards ### Value of a policy Value function $V:S\to \mathbb{R}$ associates value with each state $$ \begin{aligned} V^\pi(s) &= \mathbb{E}\left[\sum_{t=0}^\infty \gamma^t R(s_t)|s_0=s,a_t=\pi(s_t), s_{t+1}|s_t,a_t\sim P\right] \\ &= \mathbb{E}\left[R(s_t) + \gamma \sum_{t=1}^\infty \gamma^{t-1} R(s_{t+1})|s_0=s,a_t=\pi(s_t), s_{t+1}|s_t,a_t\sim P\right] \\ &= R(s) + \gamma \sum_{s'\in S} P(s'|s,\pi(s)) V^\pi(s') \end{aligned} $$ Future rewards "discounted" by $\gamma$ per time step We value the state by the expected total rewards from this state onwards, discounted by $\gamma$ for each time step. > A small $\gamma$ means model would short-sighted and reduce computation complexity. #### Bellman Equation Basically, it gives one step lookahead value of a policy. $$ V^\pi(s) = R(s) + \gamma \sum_{s'\in S} P(s'|s,\pi(s)) V^\pi(s') $$ Today's value = Today's reward + discounted future value ### Optimal Policy and Bellman Optimality Equation The goal for a MDP is to compute or learn an optimal policy. - An optimal policy is one that achieves the highest value at any state $$ \pi^* = \arg\max_\pi V^\pi(s) $$ We define the optimal value function suing Bellman Optimality Equation (Proof left as an exercise) $$ V^*(s) = R(s) + \gamma \max_{a\in A} \sum_{s'\in S} P(s'|s,a) V^*(s') $$ The optimal policy is $$ \pi^*(s) = \arg\max_{a\in A} \sum_{s'\in S} P(s'|s,a) V^*(s') $$ ![Optimal Policy](https://notenextra.trance-0.com/CSE510/MDP-optimal-policy.png) > [!NOTE] > > When $R(s)$ is small, the agent will prefer to take actions that avoids punishment in short term. ### The existence of the optimal policy Theorem: for any Markov Decision Process - There exists an optimal policy - There can be many optimal policies, but all optimal policies achieve the same optimal value function - There is always a deterministic optimal policy for any MDP ## Value Iteration ## Policy Iteration