7.1 KiB
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)( SometimesR(s,a)orR(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 states(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
\gammameans 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')
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
