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