CS 182/Ling109/CogSci110
Spring 2008
Reinforcement Learning: Basics
3/20/2008
Srini Narayanan – ICSI and UC Berkeley
Lecture Outline
Introduction
Basic Concepts
Expectation, Utility, MEU
Neural correlates of reward based learning
Utility theory from economics
Preferences, Utilities.
Reinforcement Learning: AI approach
Models of Learning
Hebbian ~ coincidence
Recruitment ~ one trial
Supervised ~ correction (backprop)
Reinforcement ~ Reward based
delayed reward
Unsupervised ~ similarity
Reinforcement Learning
Basic idea:
Receive feedback in the form of rewards
also called reward based learning in psychology
Agent’s utility is defined by the reward function
Must learn to act so as to maximize expected utility
Change the rewards, change the behavior
Examples:
Learning coordinated behavior/skills (x-schemas)
Playing a game, reward at the end for winning / losing
Vacuuming robot, reward for each piece of dirt picked up
Automated taxi, reward for each passenger delivered
Coordination: Making Breakfast
Phil prepares his breakfast. Closely examined, even this apparently
mundane activity reveals a complex web of conditional behavior and
interlocking goal-subgoal relationships: walking to the cupboard,
opening it, selecting a cereal box, then reaching for, grasping, and
retrieving the box. Other complex, tuned, interactive sequences of
behavior are required to obtain a bowl, spoon, and milk jug. Each
step involves a series of eye movements to obtain information and
to guide reaching and locomotion. Rapid judgments are continually
made about how to carry the objects or whether it is better to ferry
some of them to the dining table before obtaining others. Each step
is guided by goals, such as grasping a spoon or getting to the
refrigerator, and is in service of other goals, such as having the
spoon to eat with once the cereal is prepared and ultimately
obtaining nourishment (Sutton and Barto,Section 1.1)
Basic Features
Interaction between agent and environment.
Agent seeks to achieve a goal despite uncertainty in
the environment.
Effects of actions cannot be completely predicted
Requires monitoring the environment frequently.
Agent’s actions change the future state of the
environment (opportunities and future options are
impacted)
Correct choice requires taking into account indirect,
delayed consequences of actions, thus may require
foresight or planning.
Reinforcement Learning
Multiple fields contribute to the study of
reinforcement learning
Economics
Utility theory and preferences, game theory
Artificial Intelligence
Machine learning, action and state representation, inference
Psychology
Reward based prediction and control, conditioning
Neuroscience
Reward related circuits, timing of rewards, neuroeconomics
Basic Ideas
Utility
Preferences
Maximum Expected Utility (MEU)
Reward
Immediate and Delayed rewards
Average Reward
Discounting
Learning and Acting
Prediction error
Optimal Policy
Basic Idea: Maximum Expected
Utility (MEU)
MEU: An agent should chose the action
which maximizes its expected utility, given
its knowledge
General principle for decision making
Often taken as the definition of rationality
Let’s decompress this definition…
Reminder: Expectations
Often a quantity of interest depends on a random
variable
The expected value of a function is the average
output, weighted by some distribution over inputs
Example: How late will I be?
Lateness is a function of traffic:
L(T=none) = -10, L(T=light) = -5, L(T=heavy) = 15
What is my expected lateness?
Need to specify some belief over T to weight the outcomes
Say P(T) = {none: 2/5, light: 2/5, heavy: 1/5}
The expected lateness:
Expectations
Real valued functions of random variables:
Expectation of a function of a random variable
Example: Expected value of a fair die roll
X
P
1
1/6
1
2
1/6
2
3
1/6
3
4
1/6
4
5
1/6
5
6
1/6
6
f
Utilities
Utilities are functions from outcomes (states of the world)
to real numbers that describe an agent’s preferences
Where do utilities come from?
In a game, may be simple (+1/-1)
Utilities summarize the agent’s goals
Theorem: any set of preferences between outcomes can be
summarized as a utility function (provided the preferences meet
certain conditions)
In general, utilities are determined from rewards and
actions emerge to maximize expected utility.
Lecture Outline
Introduction
Basic Concepts
Expectation, Utility, MEU
Neural correlates of reward based learning
Utility theory from economics
Preferences, Utilities.
Reinforcement Learning: AI approach
Multiple neurotransmitters are
involved in reinforcement learning
Dopamine based neural correlates
Prefrontal Cortex
Dorsal Striatum (Caudate, Putamen)
Nucleus Accumbens
(Ventral Striatum)
Amygdala
Ventral Tegmental
Area
Skill learning
Natural rewards
Reward pathway?
Learning?
Intracranial self-stimulation;
Drug addiction;
Parkinson’s Disease
Motor control +
initiation?
Also involved in:
Working memory
Novel situations
Substantia Nigra ADHD
Schizophrenia
…
Conditioning
Ivan Pavlov
CS
UCS
I rang the
bell!
Dopamine levels track prediction error
Unpredicted reward
(unlearned/no stimulus)
Predicted reward
(learned task)
Omitted reward
(probe trial)
Wolfram Schultz Lab 1990-1996
(Montague et al. 1996)
Basic concept: Prediction Error
Learning theory suggests that learning
occurs when
a reward value fails to meet the value
predicted by conditioned stimuli
The difference between expected and actual
reward is the prediction error.
Ventral Striatum and amount of
reward
Areas that are probably directly
involved in RL
Basal Ganglia
Striatum (Ventral/Dorsal), Putamen, Substantia Nigra
Midbrain (VT)
Amygdala
Orbito-Frontal Cortex
Cingulate Circuit (ACC)
Cerebellum
PFC
Current Hypothesis
Ventral Striatum (Nucleus Accumbens) encodes anticipation of reward.
Different (overlapping) circuits for reward and punishment (OFC
involvement in punishment).
Phasic dopamine encodes a reward prediction error
Evidence
Monkey single cell recordings
Human fMRI studies
Current Research
Better information processing model
Other reward/punishment circuits including Amygdala (for visual perception)
Overall circuit (PFC-Basal Ganglia interaction)
More in future lectures! Preview Wolfram Schultz’s article at
http://www.scholarpedia.org/article/Reward_signals
Lecture Outline
Introduction
Basic Concepts
Expectation, Utility, MEU
Neural correlates of reward based learning
Utility theory from economics
Preferences, Utilities.
Reinforcement Learning: AI approach
Economic Models of Utility
Preferences
Rational Preferences
Axioms for preferences
Human Rationality?
Preferences
An agent chooses among:
Prizes: A, B, etc.
Lotteries: situations with
uncertain prizes
Notation:
Rational Preferences
We want some constraints on
preferences before we call
them rational
For example: an agent with
intransitive preferences can
be induced to give away all its
money
If B > C, then an agent with C
would pay (say) 1 cent to get B
If A > B, then an agent with B
would pay (say) 1 cent to get A
If C > A, then an agent with A
would pay (say) 1 cent to get C
Rational Preferences
Preferences of a rational agent must obey constraints.
These constraints (plus one more) are the axioms of rationality
Theorem: Rational preferences imply behavior
describable as maximization of expected utility
MEU Principle
Theorem:
[Ramsey, 1931; von Neumann & Morgenstern, 1944]
Given any preferences satisfying these constraints, there exists
a real-valued function U such that:
Maximum expected likelihood (MEU) principle:
Choose the action that maximizes expected utility
Note: an agent can be entirely rational (consistent with MEU)
without ever representing or manipulating utilities and
probabilities
E.g., a lookup table for perfect tictactoe, reflex vacuum cleaner
Human Utilities
Utilities map states to real numbers. Which numbers?
Standard approach to assessment of human utilities:
Compare a state A to a standard lottery Lp between
``best possible prize'' u+ with probability p
``worst possible catastrophe'' u- with probability 1-p
Adjust lottery probability p until A ~ Lp
Resulting p is a utility in [0,1]
Utility Scales
Normalized utilities: u+ = 1.0, u- = 0.0
Micromorts: one-millionth chance of death, useful for paying to reduce
product risks, etc.
QALYs: quality-adjusted life years, useful for medical decisions involving
substantial risk
One year with good health = 1 QALY
Note: behavior is invariant under positive linear transformation
With deterministic prizes only (no lottery choices), only ordinal utility can be
determined, i.e., total order on prizes
Example: Insurance
Consider the lottery [0.5,$1000; 0.5,$0]
What is its expected monetary value? ($500)
What is its certainty equivalent?
Monetary value acceptable in lieu of lottery
$400 for most people
Difference of $100 is the insurance premium
There’s an insurance industry because people will pay to
reduce their risk
If everyone were risk-prone, no insurance needed!
Example: Human Rationality?
Famous example of Allais (1953)
A: [0.8,$4k; 0.2,$0]
B: [1.0,$3k; 0.0,$0]
C: [0.2,$4k; 0.8,$0]
D: [0.25,$3k; 0.75,$0]
Most people prefer B > A, C > D
But if U($0) = 0, then
B > A U($3k) > 0.8 U($4k)
C > D 0.8 U($4k) > U($3k)
The Ultimatum Game
Proposer: receives $x, offers split $k / $(x-k)
Accepter: either
Accepts: gets $k, proposer gets $(x-k)
Rejects: neither gets anything
Nash equilibrium (MEU play)?
Any strategy profile where proposer offers $k and accepter will accept
$k or greater
Issues:
Why do people tend to reject offers which are very unfair (e.g. $20 from
$100)?
Irrationality?
Utility of $20 exceeded by utility of punishing the unfair proposer?
What about if x is very very large?
fMRI experiments:
Dopamine pathways implicated.
Pleasure from punishment of others or injustice?
More in coming lectures!
Lecture Outline
Introduction
Basic Concepts
Expectation, Utility, MEU
Neural correlates of reward based learning
Utility theory from economics
Preferences, Utilities.
Reinforcement Learning: AI approach
The problem
Computing total expected value with discounting
Bellman’s equation
Reinforcement Learning
Basic idea:
DEMO
Receive feedback in the form of rewards
Agent’s utility is defined by the reward function
Must learn to act so as to maximize expected utility
Change the rewards, change the behavior
Examples:
Learning your way around, reward for reaching the destination.
Playing a game, reward at the end for winning / losing
Vacuuming a house, reward for each piece of dirt picked up
Automated taxi, reward for each passenger delivered
Elements of RL
Agent
State
Policy
Reward
Action
Environment
0 : r0
1 : r1
2 : r2
s0 a
s1 a
s2 a
Transition model, how action influences states
Reward R, immediate value of state-action transition
Policy , maps states to actions
Markov Decision Processes
Markov decision processes (MDPs)
A set of states s S
A model T(s,a,s’) = P(s’ | s,a)
Probability that action a in state s
leads to s’
A reward function R(s, a, s’)
(sometimes just R(s) for leaving a
state or R(s’) for entering one)
A start state (or distribution)
Maybe a terminal state
MDPs are the simplest case of
reinforcement learning
In general reinforcement learning, we
don’t know the model or the reward
function
MDP Solutions
In deterministic single-agent search, want an optimal
sequence of actions from start to a goal
In an MDP we want an optimal policy (s)
A policy gives an action for each state
Optimal policy maximizes expected utility (i.e. expected rewards)
if followed
Defines a reflex agent
Optimal policy when
R(s, a, s’) = -0.04 for all
non-terminals s
Example Optimal Policies
R(s) = -0.01
R(s) = -0.03
R(s) = -0.4
R(s) = -2.0
Stationarity
In order to formalize optimality of a policy, need to
understand utilities of reward sequences
Typically consider stationary preferences:
Theorem: only two ways to define stationary utilities
Additive utility:
Discounted utility:
Infinite Utilities?!
Problem: infinite state sequences with infinite rewards
Solutions:
Finite horizon:
Terminate after a fixed T steps
Gives nonstationary policy ( depends on time left)
Absorbing state(s): guarantee that for every policy, agent will
eventually “die” (like a “done” state)
Discounting: for 0 < < 1
Smaller means smaller horizon
Finding Optimal Policies Demo
How (Not) to Solve an MDP
The inefficient way:
Enumerate policies
For each one, calculate the expected utility
(discounted rewards) from the start state
E.g. by simulating a bunch of runs
Choose the best policy
We’ll return to a (better) idea like this later
Optimal Utilities
Goal: calculate the optimal
utility of each state
V*(s) = expected (discounted)
rewards with optimal actions
Why: Given optimal utilities,
MEU tells us the optimal policy
Bellman’s Equation for Selecting
actions
Definition of utility leads to a simple relationship
amongst optimal utility values:
Optimal rewards = maximize over first action and then
follow optimal policy
Formally: Bellman’s Equation
That’s my
equation!
Example: GridWorld
Value Iteration
Idea:
Start with bad guesses at all utility values (e.g. V0(s) = 0)
Update all values simultaneously using the Bellman equation
(called a value update or Bellman update):
Repeat until convergence
Theorem: will converge to unique optimal values
Basic idea: bad guesses get refined towards optimal values
Policy may converge long before values do
Example: Bellman Updates
Example: Value Iteration
Information propagates outward from terminal
states and eventually all states have correct
value estimates
[DEMO]
Policy Iteration
Alternate approach:
Policy evaluation: calculate utilities for a fixed policy
until convergence (remember the beginning of
lecture)
Policy improvement: update policy based on resulting
converged utilities
Repeat until policy converges
This is policy iteration
Can converge faster under some conditions
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