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CS 188: Artificial Intelligence Markov Decision Processes II - PowerPoint PPT Presentation

CS 188: Artificial Intelligence Markov Decision Processes II Instructor: Anca Dragan University of California, Berkeley [These slides adapted from Dan Klein and Pieter Abbeel] Recap: Defining MDPs o Markov decision processes: s o Set of states


  1. CS 188: Artificial Intelligence Markov Decision Processes II Instructor: Anca Dragan University of California, Berkeley [These slides adapted from Dan Klein and Pieter Abbeel]

  2. Recap: Defining MDPs o Markov decision processes: s o Set of states S a o Start state s 0 o Set of actions A s, a o Transitions P(s’|s,a) (or T(s,a,s’)) s,a,s’ o Rewards R(s,a,s’) (and discount g ) s’ o MDP quantities so far: o Policy = Choice of action for each state o Utility = sum of (discounted) rewards

  3. Solving MDPs

  4. Racing Search Tree

  5. Racing Search Tree

  6. Optimal Quantities § The value (utility) of a state s: V * (s) = expected utility starting in s and s is a s state acting optimally a (s, a) is a § The value (utility) of a q-state (s,a): s, a q-state Q * (s,a) = expected utility starting out s,a,s’ (s,a,s’) is a having taken action a from state s and transition (thereafter) acting optimally s’ § The optimal policy: p * (s) = optimal action from state s [Demo – gridworld values (L8D4)]

  7. Snapshot of Demo – Gridworld V Values Noise = 0.2 Discount = 0.9 Living reward = 0

  8. Snapshot of Demo – Gridworld Q Values Noise = 0.2 Discount = 0.9 Living reward = 0

  9. Values of States o Recursive definition of value: s Q ∗ ( s , a ) V ∗ ( s ) = max a a s, a ∑ T ( s , a , s 0 ) [ ] R ( s , a , s 0 ) + V ⇤ ( s 0 ) Q ∗ ( s , a ) = γ s,a,s’ s 0 s’ a ∑ V ⇤ ( s ) = max T ( s , a , s 0 )[ R ( s , a , s 0 ) + γ V ⇤ ( s 0 )] s 0

  10. Time-Limited Values o Key idea: time-limited values o Define V k (s) to be the optimal value of s if the game ends in k more time steps o Equivalently, it’s what a depth-k expectimax would give from s [Demo – time-limited values (L8D6)]

  11. k=0 Noise = 0.2 Discount = 0.9 Living reward = 0

  12. k=1 Noise = 0.2 Discount = 0.9 Living reward = 0

  13. k=2 Noise = 0.2 Discount = 0.9 Living reward = 0

  14. k=3 Noise = 0.2 Discount = 0.9 Living reward = 0

  15. k=4 Noise = 0.2 Discount = 0.9 Living reward = 0

  16. k=5 Noise = 0.2 Discount = 0.9 Living reward = 0

  17. k=6 Noise = 0.2 Discount = 0.9 Living reward = 0

  18. k=7 Noise = 0.2 Discount = 0.9 Living reward = 0

  19. k=8 Noise = 0.2 Discount = 0.9 Living reward = 0

  20. k=9 Noise = 0.2 Discount = 0.9 Living reward = 0

  21. k=10 Noise = 0.2 Discount = 0.9 Living reward = 0

  22. k=11 Noise = 0.2 Discount = 0.9 Living reward = 0

  23. k=12 Noise = 0.2 Discount = 0.9 Living reward = 0

  24. k=100 Noise = 0.2 Discount = 0.9 Living reward = 0

  25. Computing Time-Limited Values

  26. Value Iteration

  27. Value Iteration o Start with V 0 (s) = 0: no time steps left means an expected reward sum of zero o Given vector of V k (s) values, do one ply of expectimax from each state: V k+1 (s) a s, a o Repeat until convergence s,a,s’ V k (s’) o Complexity of each iteration: O(S 2 A)

  28. Example: Value Iteration S: 1 F: .5*2+.5*2=2 Assume no discount! 0 0 0

  29. Example: Value Iteration S: .5*1+.5*1=1 2 F: -10 Assume no discount! 0 0 0

  30. Example: Value Iteration 2 1 0 Assume no discount! 0 0 0

  31. Example: Value Iteration S: 1+2=3 F: .5*(2+2)+.5*(2+1)=3.5 2 1 0 Assume no discount! 0 0 0

  32. Example: Value Iteration 0 3.5 2.5 2 1 0 Assume no discount! 0 0 0

  33. Convergence* o How do we know the V k vectors are going to converge? o Case 1: If the tree has maximum depth M, then V M holds the actual untruncated values o Case 2: If the discount is less than 1 o Sketch: For any state V k and V k+1 can be viewed as depth k+1 expectimax results in nearly identical search trees o The difference is that on the bottom layer, V k+1 has actual rewards while V k has zeros o That last layer is at best all R MAX o It is at worst R MIN o But everything is discounted by γ k that far out o So V k and V k+1 are at most γ k max|R| different o So as k increases, the values converge

  34. Policy Extraction

  35. Computing Actions from Values o Let’s imagine we have the optimal values V*(s) o How should we act? o It’s not obvious! o We need to do a mini-expectimax (one step) o This is called policy extraction, since it gets the policy implied by the values

  36. Let’s think. o Take a minute, think about value iteration. o Write down the biggest question you have about it. 37

  37. Policy Methods

  38. Problems with Value Iteration o Value iteration repeats the Bellman updates: s a s, a s,a,s’ o Problem 1: It’s slow – O(S 2 A) per iteration s’ o Problem 2: The “max” at each state rarely changes o Problem 3: The policy often converges long before the values [Demo: value iteration (L9D2)]

  39. k=12 Noise = 0.2 Discount = 0.9 Living reward = 0

  40. k=100 Noise = 0.2 Discount = 0.9 Living reward = 0

  41. Policy Iteration o Alternative approach for optimal values: o Step 1: Policy evaluation: calculate utilities for some fixed policy (not optimal utilities!) until convergence o Step 2: Policy improvement: update policy using one-step look-ahead with resulting converged (but not optimal!) utilities as future values o Repeat steps until policy converges o This is policy iteration o It’s still optimal! o Can converge (much) faster under some conditions

  42. Policy Evaluation

  43. Fixed Policies Do what p says to do Do the optimal action s s p (s) a s, p (s) s, a s, p (s),s’ s,a,s’ s’ s’ o Expectimax trees max over all actions to compute the optimal values o If we fixed some policy p (s), then the tree would be simpler – only one action per state o … though the tree’s value would depend on which policy we fixed

  44. Utilities for a Fixed Policy o Another basic operation: compute the utility of a state s s under a fixed (generally non-optimal) policy p (s) o Define the utility of a state s, under a fixed policy p : s, p (s) V p (s) = expected total discounted rewards starting in s and following p s, p (s),s’ s’ o Recursive relation (one-step look-ahead / Bellman equation):

  45. Policy Evaluation o How do we calculate the V’s for a fixed policy p ? s p (s) o Idea 1: Turn recursive Bellman equations into updates (like value iteration) s, p (s) s, p (s),s’ s’ o Efficiency: O(S 2 ) per iteration o Idea 2: Without the maxes, the Bellman equations are just a linear system o Solve with Matlab (or your favorite linear system solver)

  46. Example: Policy Evaluation Always Go Right Always Go Forward

  47. Example: Policy Evaluation Always Go Right Always Go Forward

  48. Policy Iteration

  49. Policy Iteration o Evaluation: For fixed current policy p , find values with policy evaluation: o Iterate until values converge: o Improvement: For fixed values, get a better policy using policy extraction o One-step look-ahead:

  50. Comparison o Both value iteration and policy iteration compute the same thing (all optimal values) o In value iteration: o Every iteration updates both the values and (implicitly) the policy o We don’t track the policy, but taking the max over actions implicitly recomputes it o In policy iteration: o We do several passes that update utilities with fixed policy (each pass is fast because we consider only one action, not all of them) o After the policy is evaluated, a new policy is chosen (slow like a value iteration pass) o The new policy will be better (or we’re done) o Both are dynamic programs for solving MDPs

  51. Summary: MDP Algorithms o So you want to…. o Compute optimal values: use value iteration or policy iteration o Compute values for a particular policy: use policy evaluation o Turn your values into a policy: use policy extraction (one-step lookahead) o These all look the same! o They basically are – they are all variations of Bellman updates o They all use one-step lookahead expectimax fragments o They differ only in whether we plug in a fixed policy or max over actions

  52. The Bellman Equations How to be optimal: Step 1: Take correct first action Step 2: Keep being optimal

  53. Next Time: Reinforcement Learning!

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