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Rationale
• Learning from experience
• Adaptive control
• Examples not explicitly labeled, delayed feedback
• Problem of credit assignment – which action(s) led to payoff?
• tradeoff short-term thinking (immediate reward) for long-term consequences
• Transition function – T:SxA->S, environment• Reward function R:SxA->real, payoff• Stochastic but Markov
• Policy=decision function, :S->A• “rationality” – maximize long term expected
reward– Discounted long-term reward (convergent series)– Alternatives: finite time horizon, uniform weights
Agent Model
=
Markov Decision Processes (MDPs)• if know R and T(=P), solve for value func V(s)• policy evaluation• Bellman Equations • dynamic programming (|S| eqns in |S| unknowns)
• finding optimal policies
• Value iteration – update V(s) iteratively until (s)=argmaxa V(s) stops changing
• Policy iteration – iterate between choosing and updating V over all states
• Monte Carlo sampling: run random scenarios using and take average rewards as V(s)
MDPs
Q-learning: model-free• Q-function: reformulate as value function
of S and A, independent of R and T(=)
Convergence
• Theorem: Q converges to Q*, after visiting each state infinitely often (assuming |r|<)
• Proof: with each iteration (where all SxA visited), magnitude of largest error in Q table decreases by at least
Training• “on-policy”– exploitation vs. exploration– will relevant parts of the space be explored if stick to
current (sub-optimal) policy?– -greedy policies: choose action with max Q value
most of the time, or random action % of the time
• “off-policy”– learn from simulations or traces– SARSA: training example database: <s,a,r,s’,a’>
• Actor-critic