Introduction of Reinforcement Learning
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1 Introduction of Reinforcement Learning
2 Deep Reinforcement Learning
3 Reference Textbook: Reinforcement Learning: An Introduction Lectures of David Silver ml (10 lectures, around 1:30 each) t_learning/ (Deep Reinforcement Learning ) Lectures of John Schulman
4 Scenario of Reinforcement Learning Observation State Agent Action Change the environment Don t do that Reward Environment
5 Scenario of Reinforcement Learning Observation State Agent Agent learns to take actions maximizing expected reward. Action Change the environment Thank you. Reward Environment
6 Machine Learning Looking for a Function Observation Function input Actor/Policy Action = π( Observation ) Action Function output Used to pick the best function Reward Environment
7 Learning to play Go Observation Action Reward Next Move Environment
8 Learning to play Go Observation Agent learns to take actions maximizing expected reward. Action Reward reward = 0 in most cases If win, reward = 1 If loss, reward = -1 Environment
9 Learning to play Go Supervised: Learning from teacher Next move: 5-5 Next move: 3-3 Reinforcement Learning Learning from experience First move many moves Win! (Two agents play with each other.) Alpha Go is supervised learning + reinforcement learning.
10 Learning a chat-bot Machine obtains feedback from user How are you? Bye bye Hello Hi Chat-bot learns to maximize the expected reward
11 Learning a chat-bot Let two agents talk to each other (sometimes generate good dialogue, sometimes bad) How old are you? How old are you? See you. See you. I am 16. I though you were 12. See you. What make you think so?
12 Learning a chat-bot By this approach, we can generate a lot of dialogues. Use some pre-defined rules to evaluate the goodness of a dialogue Dialogue 1 Dialogue 2 Dialogue 3 Dialogue 4 Dialogue 5 Dialogue 6 Dialogue 7 Dialogue 8 Machine learns from the evaluation Deep Reinforcement Learning for Dialogue Generation
13 Learning a chat-bot Supervised Reinforcement Hello Bye bye Say Hi Say Good bye.. Hello Bad Agent Agent
14 More applications Flying Helicopter Driving Robot Google Cuts Its Giant Electricity Bill With DeepMind- Powered AI Text generation
15 Example: Playing Video Game Widely studies: Gym: Universe: Machine learns to play video games as human players What machine observes is pixels Machine learns to take proper action itself
16 Example: Playing Video Game Space invader Score (reward) Termination: all the aliens are killed, or your spaceship is destroyed. Kill the aliens shield fire
17 Example: Playing Video Game Space invader Play yourself: l How about machine: zx4hryqgtcvk9ltw
18 Example: Playing Video Game Start with observation s 1 Observation s 2 Observation s 3 Obtain reward r 1 = 0 Action a 1 : right Obtain reward r 2 = 5 Action a 2 : fire (kill an alien) Usually there is some randomness in the environment
19 Example: Playing Video Game Start with observation s 1 Observation s 2 Observation s 3 After many turns Game Over (spaceship destroyed) Obtain reward r T This is an episode. Learn to maximize the expected cumulative reward per episode Action a T
20 Properties of Reinforcement Learning Reward delay In space invader, only fire obtains reward Although the moving before fire is important In Go playing, it may be better to sacrifice immediate reward to gain more long-term reward Agent s actions affect the subsequent data it receives E.g. Exploration
21 Outline Alpha Go: policy-based + value-based + model-based Model-free Approach Policy-based Value-based Learning an Actor Actor + Critic Learning a Critic Model-based Approach
22 Policy-based Approach Learning an Actor
23 Three Steps for Deep Learning Step 1: define a set of function Neural Network as Actor Step 2: goodness of function Step 3: pick the best function Deep Learning is so simple
24 Neural network as Actor Input of neural network: the observation of machine represented as a vector or a matrix Output neural network : each action corresponds to a neuron in output layer pixels NN as actor left right fire Probability of taking the action What is the benefit of using network instead of lookup table? generalization
25 Three Steps for Deep Learning Step 1: define a set of function Neural Network as Actor Step 2: goodness of function Step 3: pick the best function Deep Learning is so simple
26 Goodness of Actor Review: Supervised learning Training Example 1 Total Loss: N L = n=1 l n x 1 x 2 x 256 Given a set of parameters θ Softmax y 1 y 2 y 10 As close as possible Loss l 1 0 target 0
27 Goodness of Actor Given an actor π θ s with network parameter θ Use the actor π θ s to play the video game Start with observation s 1 Machine decides to take a 1 Machine obtains reward r 1 Machine sees observation s 2 Machine decides to take a 2 Machine obtains reward r 2 Machine sees observation s 3 Machine decides to take a T Machine obtains reward r T END Total reward: R θ = σt t=1 Even with the same actor, R θ is different each time We define തR θ as the expected value of R θ തR θ evaluates the goodness of an actor π θ s r t Randomness in the actor and the game
28 Goodness of Actor We define തR θ as the expected value of R θ τ = s 1, a 1, r 1, s 2, a 2, r 2,, s T, a T, r T P τ θ = p s 1 p a 1 s 1, θ p r 1, s 2 s 1, a 1 p a 2 s 2, θ p r 2, s 3 s 2, a 2 T = p s 1 t=1 p a t s t, θ p r t, s t+1 s t, a t not related to your actor Control by your actor π θ p a t = "fire" s t, θ = 0.7 left 0.1 Actor s right t π θ 0.2 fire 0.7
29 Goodness of Actor An episode is considered as a trajectory τ τ = s 1, a 1, r 1, s 2, a 2, r 2,, s T, a T, r T R τ = σt t=1 r t If you use an actor to play the game, each τ has a probability to be sampled The probability depends on actor parameter θ: P τ θ തR θ = R τ P τ θ τ Sum over all possible trajectory N 1 N n=1 R τ n Use π θ to play the game N times, obtain τ 1, τ 2,, τ N Sampling τ from P τ θ N times
30 Three Steps for Deep Learning Step 1: define a set of function Neural Network as Actor Step 2: goodness of function Step 3: pick the best function Deep Learning is so simple
31 Gradient Ascent Problem statement θ = arg max θ തR θ Gradient ascent Start with θ 0 θ 1 θ 0 + η തR θ 0 θ 2 θ 1 + η തR θ 1 θ = w 1, w 2,, b 1, തR θ Τ w 1 തR θ = തR θ Τ w 2 തR θ Τ b 1
32 Policy Gradient തR θ = τ R τ P τ θ തR θ =? തR θ = R τ P τ θ τ = τ R τ P τ θ P τ θ P τ θ R τ do not have to be differentiable It can even be a black box. = R τ P τ θ logp τ θ τ dlog f x dx = 1 f x df x dx N 1 N n=1 R τ n logp τ n θ Use π θ to play the game N times, Obtain τ 1, τ 2,, τ N
33 Policy Gradient logp τ θ =? τ = s 1, a 1, r 1, s 2, a 2, r 2,, s T, a T, r T P τ θ = p s 1 logp τ θ T = logp s 1 + t=1 T T t=1 logp τ θ = t=1 p a t s t, θ p r t, s t+1 s t, a t logp a t s t, θ + logp r t, s t+1 s t, a t logp a t s t, θ Ignore the terms not related to θ
34 Policy Gradient θ new θ old + η തR θ old N തR θ 1 N n=1 N = 1 N n=1 R τ n logp τ n θ T n N = 1 N n=1 R τ n logp a n t s n t, θ t=1 T logp τ θ = logp a t s t, θ t=1 R τ n T n logp a n t s n t, θ If in τ n machine takes a t n when seeing s t n in R τ n is positive Tuning θ to increase p a t n s t n t=1 What if we replace R τ n with r n t R τ n is negative Tuning θ to decrease p a t n s t n It is very important to consider the cumulative reward R τ n the whole trajectory τ n n instead of immediate reward r t of
35 Policy Gradient Given actor parameter θ τ 1 : s 1 1, a 1 1 R τ 1 s 1 1 2, a 2 R τ 1 τ 2 : s 1 2, a 1 2 R τ 2 s 2 2 2, a 2 R τ 2 θ θ + η തR θ തR θ = 1 N N n=1 T n R τ n logp a n t s n t, θ t=1 Update Model Data Collection
36 Policy Gradient Considered as Classification Problem Minimize: 3 i=1 y i logy i s y i left right fire y i θ θ + η logp "left" s Maximize: logy i = logp "left" s
37 Policy Gradient Given actor parameter θ τ 1 : s 1 1, a 1 1 R τ 1 s 1 1 2, a 2 R τ 1 τ 2 : s 1 2, a 1 2 R τ 2 s 2 2 2, a 2 R τ 2 s 1 1 θ θ + η തR θ തR θ = 1 N N n=1 T n R τ n logp a n t s n t, θ t=1 NN left right fire a 1 1 = left a 1 2 = fire s 1 2 NN left right fire 0 0 1
38 Policy Gradient Given actor parameter θ τ 1 : s 1 1, a 1 1 R τ 1 s 2 1, a 2 1 R τ 1 τ 2 : s 1 2, a 1 2 R τ 2 s 2 2, a 2 2 R τ θ θ + η തR θ തR θ = 1 N N n=1 s s 1 1 T n R τ n logp a n t s n t, θ t=1 Each training data is weighted by R τ n NN NN a 1 1 = left a 1 1 = left s 1 2 NN a 1 2 = fire
39 Add a Baseline It is possible that R τ n is always positive. θ new θ old + η തR θ old 1 NN തR θ 1 N n=1 TT nn RR τ n τ n logp b logp a n t s n t, aθ n t s n t, θ t=1 Ideal case Sampling It is probability a b c a b c Not sampled The probability of the actions not sampled will decrease. a b c a b c
40 Value-based Approach Learning a Critic
41 Critic A critic does not determine the action. Given an actor π, it evaluates the how good the actor is An actor can be found from a critic. e.g. Q-learning
42 Critic State value function V π s When using actor π, the cumulated reward expects to be obtained after seeing observation (state) s s V π V π s scalar V π s is large V π s is smaller
43 Critic V 以前的阿光大馬步飛 = bad V 變強的阿光大馬步飛 = good
44 How to estimate V π s Monte-Carlo based approach The critic watches π playing the game After seeing s a, Until the end of the episode, the cumulated reward is G a s a V π V π s a G a After seeing s b, Until the end of the episode, the cumulated reward is G b s b V π V π s b G b
45 How to estimate V π s Temporal-difference approach s t, a t, r t, s t+1 s t V π V π s t V π s t + r t = V π s t+1 - V π s t V π s t+1 r t s t+1 V π V π s t+1 Some applications have very long episodes, so that delaying all learning until an episode's end is too slow.
46 MC v.s. TD V π V π Larger variance s a s a G a unbiased V π s V π t s t r + V π s t+1 V π s t+1 Smaller variance May be biased
47 MC v.s. TD [Sutton, v2, Example 6.4] The critic has the following 8 episodes s a, r = 0, s b, r = 0, END s b, r = 1, END s b, r = 1, END s b, r = 1, END s b, r = 1, END s b, r = 1, END s b, r = 1, END s b, r = 0, END V π s b = 3/4 V π s a =? Monte-Carlo: Temporal-difference: 0? 3/4? V π s a = 0 (The actions are ignored here.) V π s b + r = V π s a 3/4 0 3/4
48 Another Critic State-action value function Q π s, a When using actor π, the cumulated reward expects to be obtained after seeing observation s and taking a s a Q π Q π s, a scalar s Q π Q π s, a = left Q π s, a = right Q π s, a = fire for discrete action only
49 Q-Learning π interacts with the environment π = π TD or MC Find a new actor π better than π Learning Q π s, a?
50 Q-Learning Given Q π s, a, find a new actor π better than π Better : V π s V π s, for all state s π s = arg max a Qπ s, a π does not have extra parameters. It depends on Q Not suitable for continuous action a
51 Deep Reinforcement Learning Actor-Critic
52 Actor-Critic π interacts with the environment π = π TD or MC Update actor from π π based on Q π s, a, V π s Learning Q π s, a, V π s
53 Actor-Critic Tips The parameters of actor π s can be shared and critic V π s s Network Network Network left right fire V π s
54 Asynchronous Source of image: 1. Copy global parameters 2. Sampling some data 3. Compute gradients 4. Update global models θ θ 1 θ θ 1 θ 1 θ 2 +η θ (other workers also update models)
55 Demo of A3C Racing Car (DeepMind)
56 Demo of A3C Visual Doom AI CIG
57 Concluding Remarks Model-free Approach Policy-based Value-based Learning an Actor Actor + Critic Learning a Critic Model-based Approach
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