Intro to RL Chapter 3: Finite Markov Decision Process

发布时间: 2021-04-10 16:50:04 来源: 励志妙语 栏目: 读后感 点击: 96

在MDP中,action不仅影响immediatereward,也影响未来的reward。3.1TheAgent-Envi...

Intro to RL Chapter 3: Finite Markov Decision Process

在MDP中,action不仅影响immediate reward,也影响未来的reward。

3.1 The Agent-Environment Interface

Dynamics of finite MDP: p(s^prime, r leftvertright. s, a) = Pr{S_t ` s^prime, R_t = r leftvertright. S_{t-1} = s, A_{t-1} = a}  tag{3.2} 根据3.2,我们可以计算state-transition probabilities p(s^prime leftvertright. s, a) ,expected reward given state and reward r(s, a) ,expected reward for state-action-next-state r(s, a, s^prime) 。RL问题中,state、action的选择更多是art而非science

3.2 Goals and Rewards

reward指明goal,但是不能给agent prior knowledge,比如下围棋,赢了一局给1分,但是agent并不知道该怎么下。what you want it to achieve, not how you want it achieved。

3.3 Returns and Episodes

episodic tasks:有terminal states,cumulative reward直接加起来就好。continuing tasks:更多RL问题没有terminal states,一直跑啊跑啊跑啊,于是用discounting来计算discounted return, gamma 为discounted rate: G_t = R_{t+1} + gamma R_{t+2} + dots = sum^infty_{k=0} gamma^k R_{t+k+1}. tag{3.8}gamma < 1 ,只要 {R_k} 有限制,则3.8式为finite value;若 gamma = 0 ,则只考虑immediate reward。begin{align} G_t &= R_{t+1} + gamma R_{t+2} + gamma ^ 2 R_{t+3} + dots  &= R_{t+1} + gamma (R_{t+2} + gamma R_{t+3} + dots)  & = R_{t+1} + gamma G_{t+1}. end{align} tag{3.9} 只要 gamma < 1 ,3.8就是finite sum^infty _{k=0} gamma ^ k = frac{1}{1-gamma}  tag{3.10}

3.4 Unified Notation for Episodic and Continuing Tasks

用abosorbing state 将episodic tasks 和continuing tasks结合,于是episodic tasks的reward变成 G_t = sum ^T_{k=t+1} gamma ^{k-t-1} R_kT = infty or gamma = 1 (or both)。

3.5 Policies and Value Functions

value function: 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).policy pi (a leftvertright.s) : a mapping from states to probabilities of selecting each possible action.The value of a state s under a policy pi , denoted v_pi (s) , state-value function for policy pi : v_pi (s) = mathbb{E} _pi [G_t leftvertright. S_t = s] = mathbb{E} _pi [sum^{infty} _{k=0} gamma ^k R_{t+k+1} leftvertright. S_t = s], text{ for all } s in S.  tag{3.12} action-value function for policy pi : q_pi (s, a) = mathbb{E}_pi [G_t leftvertright. S_t = s, A_t = a] = mathbb{E}_pi [sum^infty_{k=0} gamma^k R_{t+k+1} leftvertright. S_t=s, A_t=a]. tag{3.13} Monte Carlo methods:把所有可能都试了,计算average。也可以用parameterized functions来表示 v_pi, a_pi ,不断调整参数。虽然依赖于approximator,但也可以听精确。在value function 中,有Bellman equation成立,是很多计算value function的基础: begin{align} v_pi (s) &= mathbb{E} _pi [G_t leftvertright. S_t = s]  &= mathbb{E}_pi [R_{t+1} + gamma G_{t+1}  leftvertright. S_t=s]  &= sum_a pi(a leftvertright. s) sum_{s^prime}sum_{r} p(s^prime, r  leftvertright. s, a)[r+gamma mathbb{E}_pi [G_{t+1}  leftvertright. S_{t+1} = s^prime]]  &= sum_a pi(a  leftvertright. s) sum_{s^prime, r} p(s^prime, r  leftvertright. s, a) [r+gamma v_pi (s^prime)], text{ for all } s in S. end{align} tag{3.14}

3.6 Optimal Policies and Optimal Value Functions

pi geq pi^prime text{ if and only if } s_pi (s) geq v_{pi^prime} (s) text{ for all } s in S. 总存在一个policy优于其他policy或相等,称为optimal policy pi_* 。所有的optimal policies 有相同的state-value function,称为optimal state-value function v_*(s) ,相同的optimal action-value funtion q_*(s)v_*(s) 无需指定policy(independent of policies),直接取max就可。Bellman optimality equation:v_*(s) = max_a sum_{s^prime, r} p(s^prime, r leftvertright. s, a)[r+gamma v_*(s+1)].  tag{3.19} q_*(s, a) 同上。
v*和q*的backup disgrams
当已知 v_*(s) ,我们只需做one-step search,从action中选择能到达 v_*(s^prime) 的一个(做greedy search)。若已知 q_*(s, a) ,更简单,选择最大的对应的action即可,不需要知道任何环境信息。

3.7 Optimality and Approximation

算力不够,时间不够,memory不够,必须用approximation。而且可能存在很多很少见的states,approximation不需要在这些states上做出很好的选择。这也是RL和其他解决MDPs方法一个主要区别。

3.8 Summary

本文标题: Intro to RL Chapter 3: Finite Markov Decision Process
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