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10703 Deep Reinforcement Learning and Control

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10703 Deep Reinforcement Learning and Control

Russ Salakhutdinov

Machine Learning Department [email protected]

Monte Carlo Methods

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Used Materials

•  Disclaimer: Much of the material and slides for this lecture were borrowed from Rich Sutton’s class and David Silver’s class on

Reinforcement Learning.

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Monte Carlo (MC) Methods

‣  Monte Carlo methods are learning methods

-  Experience → values, policy

‣  Monte Carlo methods can be used in two ways:

-  Model-free: No model necessary and still attains optimality

-  Simulated: Needs only a simulation, not a full model

‣  Monte Carlo methods learn from complete sample returns

-  Only defined for episodic tasks (this class)

-  All episodes must terminate (no bootstrapping)

‣  Monte Carlo uses the simplest possible idea: value = mean return

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Monte-Carlo Policy Evaluation

‣  Goal: learn from episodes of experience under policy π

‣  Remember that the return is the total discounted reward:

‣  Remember that the value function is the expected return:

‣  Monte-Carlo policy evaluation uses empirical mean return instead of expected return

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Monte-Carlo Policy Evaluation

‣  Goal: learn from episodes of experience under policy π

‣  Idea: Average returns observed after visits to s:

‣  Every-Visit MC: average returns for every time s is visited in an episode

‣  First-visit MC: average returns only for first time s is visited in an episode

‣  Both converge asymptotically

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First-Visit MC Policy Evaluation

‣  To evaluate state s

‣  The first time-step t that state s is visited in an episode,

‣  Increment counter:

‣  Increment total return:

‣  Value is estimated by mean return

‣  By law of large numbers

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Every-Visit MC Policy Evaluation

‣  To evaluate state s

‣  Every time-step t that state s is visited in an episode,

‣  Increment counter:

‣  Increment total return:

‣  By law of large numbers

‣  Value is estimated by mean return

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Blackjack Example

‣  Objective: Have your card sum be greater than the dealer’s without exceeding 21.

‣  States (200 of them):

-  current sum (12-21)

-  dealer’s showing card (ace-10)

-  do I have a useable ace?

‣  Reward: +1 for winning, 0 for a draw, -1 for losing

‣  Actions: stick (stop receiving cards), hit (receive another card)

‣  Policy: Stick if my sum is 20 or 21, else hit

‣  No discounting (

γ

=1)

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Learned Blackjack State-Value Functions

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Backup Diagram for Monte Carlo

‣  Entire rest of episode included

‣  Only one choice considered at each state (unlike DP)

-  thus, there will be an explore/exploit dilemma

‣  Does not bootstrap from successor state’s values (unlike DP)

‣  Time required to estimate one state does not depend on the total number of states

‣  Value is estimated by mean return

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Incremental Mean

‣  The mean µ1, µ2, ... of a sequence x1, x2, ... can be computed incrementally:

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Incremental Monte Carlo Updates

‣  Update V(s) incrementally after episode

‣  For each state St with return Gt

‣  In non-stationary problems, it can be useful to track a running mean, i.e. forget old episodes.

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MC Estimation of Action Values (Q)

‣  Monte Carlo (MC) is most useful when a model is not available

-  We want to learn q*(s,a)

‣  qπ(s,a) - average return starting from state s and action a following π

‣  Converges asymptotically if every state-action pair is visited

‣  Exploring starts: Every state-action pair has a non-zero probability of being the starting pair

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Monte-Carlo Control

‣  MC policy iteration step: Policy evaluation using MC methods followed by policy improvement

‣  Policy improvement step: greedify with respect to value (or action- value) function

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Greedy Policy

‣  Policy improvement then can be done by constructing each πk+1 as the greedy policy with respect to qπk .

‣  For any action-value function q, the corresponding greedy policy is the one that:

-  For each s, deterministically chooses an action with maximal action-value:

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Convergence of MC Control

‣  And thus must be ≥ πk.

‣  Greedified policy meets the conditions for policy improvement:

‣  This assumes exploring starts and infinite number of episodes for MC policy evaluation

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Monte Carlo Exploring Starts

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Blackjack example continued

‣  With exploring starts

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On-policy Monte Carlo Control

‣  How do we get rid of exploring starts?

-  The policy must be eternally soft: π(a|s) > 0 for all s and a.

‣  On-policy: learn about policy currently executing

‣  Similar to GPI: move policy towards greedy policy

‣  Converges to the best ε-soft policy.

‣  For example, for ε-soft policy, probability of an action, π(a|s),

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On-policy Monte Carlo Control

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Summary so far

‣  MC methods provide an alternate policy evaluation process

‣  MC has several advantages over DP:

-  Can learn directly from interaction with environment

-  No need for full models

-  No need to learn about ALL states (no bootstrapping)

-  Less harmed by violating Markov property (later in class)

‣  One issue to watch for: maintaining sufficient exploration:

-  exploring starts, soft policies

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Off-policy methods

‣  For example, π is the greedy policy (and ultimately the optimal policy) while

µ

is exploratory (e.g., ε-soft) policy

‣  Learn the value of the target policy π from experience due to behavior policy

µ

.

‣  In general, we only require coverage, i.e., that

µ

generates behavior that covers, or includes, π

‣  Idea: Importance Sampling:

-  Weight each return by the ratio of the probabilities of the trajectory under the two policies.

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Simple Monte Carlo

•  General Idea: Draw independent samples {z1,..,zn} from distribution p(z) to approximate expectation:

so the estimator has correct mean (unbiased).

•  Remark: The accuracy of the estimator does not depend on dimensionality of z.

Note that:

•  The variance:

•  Variance decreases as 1/N.

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Simple Monte Carlo

•  High accuracy may be achieved with a small number N of independent samples from distribution p(z).

•  Problem 1: we may not be able to draw independent samples.

•  Problem 2: if f(z) is large in regions where p(z) is small (and vice versa), then the expectations may be dominated by regions of small probability. Need larger sample size.

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Importance Sampling

•  Suppose we have an easy-to-sample proposal distribution q(z), such that

are known as importance weights.

•  The quantities

25

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Importance Sampling

•  Let our proposal be of the form:

•  But we can use the same weights to approximate

•  Hence:

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Importance Sampling: Example

•  With importance sampling, it is hard to estimate how reliable the estimator is:

•  Huge variance if the proposal density q(z) is small in a region where |f(z)p(z)| is large

•  Example of using Gaussian distribution as a proposal distribution (1-d case).

•  Even after 1 million samples, the estimator has not converged to the true value.

27

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Importance Sampling: Example

•  With importance sampling, it is hard to estimate how reliable the estimator:

•  Huge variance if the proposal density q(z) is small in a region where |f(z)p(z)| is large

•  Example of using Cauchy distribution as a proposal distribution (1-d case).

•  After 500 samples, the estimator appears to converge

•  Proposal distribution should have heavy tails.

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Importance Sampling Ratio

‣  Probability of the rest of the trajectory, after St, under policy π

‣  Importance Sampling: Each return is weighted by he relative

probability of the trajectory under the target and behavior policies

‣  This is called the Importance Sampling Ratio

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Importance Sampling Ratio

‣  All importance sampling ratios have expected value 1

‣  Note: Importance Sampling can have high (or infinite) variance.

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Importance Sampling

‣  Ordinary importance sampling forms estimate

Every time: the set of all time steps in which state s is visited

First time of termination following time t

return after t up through T(t)

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Importance Sampling

‣  Ordinary importance sampling forms estimate

‣  New notation: time steps increase across episode boundaries:

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Importance Sampling

‣  Ordinary importance sampling forms estimate

‣  Weighted importance sampling forms estimate:

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Example of Infinite Variance under Ordinary

Importance Sampling

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Example: Off-policy Estimation of the Value of a Single Blackjack State

‣  Target policy is stick only on 20 or 21

‣  State is player-sum 13, dealer-showing 2, useable ace

‣  True value ≈ −0.27726

‣  Behavior policy is equiprobable

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Summary

‣  MC methods provide an alternate policy evaluation process

‣  MC has several advantages over DP:

-  Can learn directly from interaction with environment

-  No need for full models

-  Less harmed by violating Markov property (later in class)

‣  Looked at distinction between on-policy and off-policy methods

‣  One issue to watch for: maintaining sufficient exploration

-  Can learn directly from interaction with environment

‣  Looked at importance sampling for off-policy learning

‣  Looked at distinction between ordinary and weighted IS

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Paths to a Policy

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Paths to a Policy

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Paths to a Policy

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