首页 > 其他 > 详细

Reinforcement Learning: An Introduction读书笔记(3)--finite MDPs

时间:2018-10-23 16:10:32      阅读:283      评论:0      收藏:0      [点我收藏+]

 > 目  录 

 > 笔  记 

Agent–Environment Interface

MDPs are meant to be a straightforward framing of the problem of learning from interaction to achieve a goal. The learner and decision maker is called the agent. The thing it interacts with, comprising everything outside the agent, is called the environment. These interact continually, the agent selecting actions and the environment responding to these actions and presenting new situations to the agent.1 The environment also gives rise to rewards, special numerical values that the agent seeks to maximize over time through its choice of actions.

More specifcally, the agent and environment interact at each of a sequence of discrete time steps, t = 0,1,2,.... At each time step t, the agent receives some representation of the environment‘s state, $S_{t}\in S$, where $S$ is the set of possible states, and on that basis selects an action, $A_{t}\in A(S_{t})$, where $A(S_{t})$ is the set of actions available in state $S_{t}$. One time step later, in part as a consequence of its action, the agent receives a numerical reward, $R_{t+1}\in R \subset \mathbb{R}$, and finds itself in a new state, $S_{t+1}$. 

At each time step, the agent implements a mapping from states to probabilities of selecting each possible action. This mapping is called the agent‘s policy and is denoted $\pi_{t}(a|s)$ is the probability that $A_{t}=a$ if $S_{t}=s$. Reinforcement learning methods specify how the agent changes its policy as a result of its experience. The agent‘s goal, roughly speaking, is to maximize the total amount of reward it receives over the long run.

the actions are the choices made by the agent; the states are the basis for making the choices; and the rewards are the basis for evaluating the choices.

技术分享图片

图1. agent-environment interaction in a MDP

马尔可夫性(Markov property): 如果state signal具有马尔科夫性,那么当前状态只跟上一状态有关,它包含了所有从过去经历中得到的信息。马尔可夫性对RL而言很重要,∵decisions和values通常都被认为是一个只跟当前state相关的函数。

MDP的动态性:$p(s‘,r|s,a)=Pr\left \{ S_{t}=s‘,R_{t}=r|S_{t-1}=s,A_{t-1}=a  \right \}$, 

                     where $ \underset{s‘\in S \ r\in R}{\sum \sum}p(s‘,r|s,a)=1 $, for all $s\in S$,  $a\in A(s)$.

基于the dynamics of the MDP, 我们可以很容易地得到状态转移概率(state-transition probabilities, $p(s‘|s,a)$),state-action的期望回报(the expected rewards for state–action pairs, $r(s,a)$),以及state-action-next state的期望回报(the expected rewards for state–action-next state, $r(s,a,s‘)$)。

Goals and Rewards

agent的goal是以一个从environment传递给agent的reward signal的形式存在的。我们通过定义reward signal的值,可以实现跟agent的交流,告诉它what you want it to achieve, not how you want it achieved。

Agent的目标是最大化total reward。因此,最大化的不是immediate reward,而是cumulative reward in the long run。

Returns and Episodes

The return is the function of future rewards that the agent seeks to maximize (in expected value). return有多种形式,取决于task本身和是否希望对回报进行折扣。

Expected return: $G_{t}=R_{t+1}+R_{t+2}+...+R_{T}$, where T is a final time step。适合于episodic tasks。

Episodic tasks: each episode ends in the terminal state, followed by a reset to a standard starting state or a sample from a standard distribution of starting states.

Continuing tasks: the agent–environment interaction doesn’t break naturally into identifiable episodes, but goes on continually without limit. 

Expected discounted return: $G_{t}=R_{t+1}+\gamma R_{t+2}+ \gamma ^{2}R_{t+3}+...=\sum_{k=0}^{\infty}\gamma ^{k}R_{t+k+1}$。其中,折扣率(discount rate, $\gamma$)决定了未来rewards的当前价值。适合于continuing tasks。

技术分享图片

Policies and Value Functions

Value functions: functions of states (or state-action pairs) that estimate how good it is for the agent to be in a given state (or how good it is to perform a given action in a given state). The notion of “how good” here is defined in terms of future rewards that can be expected, or, in terms of the expected return from that state (or state-action pair).

Policya mapping from states to probabilities of selecting each possible action. If the agent is following policy $\pi$ at time t, then $\pi(a|s)$ is the probability that $A_{t} = a$ if $S_{t} = s$.

the value function of a state s under a policy $\pi$: (i.e. the expected return when starting in s and following $\pi$ thereafter) 

技术分享图片

We call  the function $ v_{\pi}$ is the state-value function for policy $\pi$

the value of taking action a in state s under a policy $\pi$: (i.e. the expected return starting from s, taking the action a, and thereafter following policy $\pi$)  

 技术分享图片

We call  $ q_{\pi}$ the action-value function for policy $\pi$

Bellman equation for $v_{\pi}$: It expresses a relationship between the value of a state and the values of its successor states.

技术分享图片      技术分享图片

 Optimal Policies and Optimal Value Functions

Value functions define a partial ordering over policies. $\pi> \pi‘$ if and only if $v_{\pi}(s) > v_{\pi‘}(s)$, for all $s \in S$. The optimal value functions assign to each state, or state–action pair, the largest expected return achievable by any policy.

Optimal policy $\pi_{*}$:A policy whose value functions are optimal. There is always at least one (can be many) policy that is better than or equal to all other policies.

Optimal state-value function:

 技术分享图片

Optimal action-value function

 技术分享图片

用$v_{*}$来表示$q_{*}$:

 技术分享图片

Any policy that is greedy with respect to the optimal value functions must be an optimal policy. The Bellman optimality equations are special consistency conditions that the optimal value functions must satisfy and that can, in principle, be solved for the optimal value functions.

Bellman optimality equatio for $v_{*}$

技术分享图片

Bellman optimality equatiofor $q_{*}$: 

技术分享图片

Backup diagrams for $v_{*}$ and $q_{*}$: 

 技术分享图片

 

Reinforcement Learning: An Introduction读书笔记(3)--finite MDPs

原文:https://www.cnblogs.com/HappyLion-ve/p/9830404.html

(0)
(0)
   
举报
评论 一句话评论(0
关于我们 - 联系我们 - 留言反馈 - 联系我们:wmxa8@hotmail.com
© 2014 bubuko.com 版权所有
打开技术之扣,分享程序人生!