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인공지능 슈퍼마리오의 거의 모든 것
Reinforcement Learning
Wonseok Jung
정원석

Wonseok Jung
City University of New York “- Baruch College
(Data Science Major)
ConnexionAI A.I Researcher
DeepLearningCollege Reinforcement Learning
Researcher
모두의연구소 CTRL (Contest in RL) Leader
Project what I’ve done : Reinforcement Learning, 

Object Detection, Chatbot
Github:
https://github.com/wonseokjung
Facebook:
https://www.facebook.com/ws.jung.798
Blog:
https://wonseokjung.github.io/
목차
1. How Animals Learn
2. How Humans Learn
3. Reinforcement Learning
4. SuperMario with Reinforcement Learning
REINFORCEMENT LEARNING
PREVIEW
REINFORCEMENT LEARNING
Animal Human SuperMario
A
A
Env
R AtRt
SSt
Rt+1
St+1
Reinforcement
Learning
Agent
Environment
HOW ANIMALS LEARN
HABUTUATION
- 모든 동물은 학습능력이 있다.
- 300여개의 신경세포만을 갖고 있는 예쁜꼬마선충 또한 학습능력이 있다.
- Head withdrawal reflex : 위험한 물체가 있을것이라 판단에 따른 반사행동
- 예쁜꼬마선충의 머리를 건드리면 일정 거리를 뒤로 간다.
HOW ANIMALS LEARN
HABUTUATION
HOW ANIMALS LEARN
First try
Second try
Third try
LAW OF EFFECT
- Edward Thorndike(1898)
- Law of effect : 어떤 행동의 결과가 만족스러우면 다음에도 그 행동을 반복한다.
반대로 만족하지 않으면 그 행동을 하지 않는다.
- Reinforcement(강화) : 이전에 일어난 행동을 반복하게 만드는 자극
- Punishment(처벌) : 이전에 일어난 행동을 피하게 만드는 자극
HOW ANIMALS LEARN
EXAMPLE OF LAW OF EFFECT
HOW ANIMALS LEARN
HOW HUMANS LEARN
INTERACTION WITH ENVIRONMENT
REINFORCEMENT LEARNING
Environment Experience
LearnInteraction
HOW HUMANS LEARN?
- Reinforcement : 이전에 일어난 행동을 반복하게 만드는 자극
- Punishment : 이전에 일어난 행동을 피하게 만드는 자극
HOW HUMANS LEARN
HOW HUMANS LEARN
Experiment Using Tap ball
HOW HUMANS LEARN
https://www.youtube.com/watch?v=2sicukP34fk
HOW HUMANS LEARN -TAP BALL
Day 1 Day 2 Day 3 Day 4
최고점수 : 3

맞은횟수 : 2
최고점수 : 23

맞은횟수 : 0
최고점수 : 30

맞은횟수 : 0
최고점수 : 38
맞은횟수 : 1
HOW HUMANS LEARN
HOW HUMAN LEARN
Day 5
최고점수 : 79
맞은횟수 : 0
HOW HUMANS LEARN
SIMILARITY LEARNING METHOD B/W ANIMALS AND HUMAN
HOW HUMANS LEARN
Punishment Punishment Punishment
REINFORCEMENT LEARNING
REINFORCEMENT LEARNING
Environment Experience
Learn
REINFORCEMENT LEARNING
Interaction
용어 정의
Time step
Action
Transition Function
Reward
Set of states
Set of actions
Start state
Discount factor
t
a
P(s′, r ∣ s, a)
r
A
S
S0
γ
Set of reward



Policy
Reward
State
R
π
r
REINFORCEMENT LEARNING
s
TERMINATION
Time step
Action
Transition Function
Reward
Set of states
Set of actions
Start state
Discount factor
t
a
P(s′, r ∣ s, a)
r
A
S
S0
γ
Set of reward



Policy
Reward
State
R
π
r
REINFORCEMENT LEARNING
s
LEARNING
- Reinforcement learning은 Reward(보상)을 최대화 하는 action(행동)을 선택한다.
- Learner(배우는자)는 여러 action을 해보며, reward를 가장 높게 받는 action을 찾는다.
-선택된 action이 당장의 reward 뿐만 아닌, 다음의 상황 또는 다음 일어나게 될
reward에도 영향을 끼칠수도 있다.
Action
당장의
상황 변화
미래의 상황Reward 미래의 Reward
REINFORCEMENT LEARNING
MARKOV DECISION PROCESS
Action
Agent
Environment
Reward
AtRt
State
St
Rt+1
St+1
REINFORCEMENT LEARNING
TOTAL REWARD
REINFORCEMENT LEARNING
Return of Episode
Return of Episode with discount factor
STATE-VALUE FUNCTION
State-value
REINFORCEMENT LEARNING
STATE-ACTION VALUE FUNCTION
State-Action value
REINFORCEMENT LEARNING
OPTIMAL POLICY
Optimal State-Value function
REINFORCEMENT LEARNING
Optimal State-Action value function
Agent
Exploitation Exploration
?
EXPLOITATION AND EXPLORATION
REINFORCEMENT LEARNING
IMPORTANCE OF EXPLORATION
셀이
RussianBlue
2살
Curiosity

풀이
Munchkin
1살
Food
REINFORCEMENT LEARNING
IMPORTANCE OF EXPLORATION
REINFORCEMENT LEARNING
풀이 셀이
Zero

exploration
Exploration
IMPORTANCE OF EXPLORATION-2
REINFORCEMENT LEARNING
풀이 셀이
Fail
SUPERMARIO WITH REINFORCEMENT LEARNING
MARKOV DECISION PROCESS
Action
Agent
Environment
Reward
AtRt
State
St
Rt+1
St+1
SUPERMARIO WITH R.L
Reward: +1
Penalty: -1
MARKOV DECISION PROCESS
Action
Agent
Environment
Reward
AtRt
State
St
Rt+1
St+1
SUPERMARIO WITH R.L
Reward: +1
Penalty: -1
SUPERMARIO WITH R.L
https://github.com/wonseokjung/gym-super-mario-bros
pip install gym-super-mario-bros



import gym_super_mario_bros

env = gym_super_mario_bros.make(‘SuperMarioBros-v0')
env.reset()
env.render()
INSTALL AND IMPORT ENVIRONMENT
WORLDS & LEVELS
SUPERMARIO WITH R.L
World 1 World 3
World 2 World 4
env = gym_super_mario_bros.make('SuperMarioBros-<world>-<level>-v<version>')
GOAL
SUPERMARIO WITH R.L
REWARD AND PENALTY
SUPERMARIO WITH R.L
Reward
Penalty
깃발에 가까워지면 +
목표에 도착하면 +
목표달성하지 못하면 -
시간이 지날때마다 -
깃발에서 멀어지면 -
STATE, ACTION
SUPERMARIO WITH R.L
env.observation_space.shape
(240, 256, 3) # [ height, weight, channel ]
env.action_space.n
256
SIMPLE_MOVEMENT = [
[‘nop’],
[‘right’],
[‘right’,’A’],
[‘right’,’B’],
[‘right’,’A’,’B’],
[‘A’],
[‘left’],
]




from nes_py.wrappers import BinarySpaceToDiscreteSpaceEnv
import gym_super_mario_bros

env = gym_super_mario_bros.make(‘SuperMarioBros-v0’)
env =BinarySpaceToDiscreteSpaceEnv(env, SIMPLE_MOVEMENT)
EXPLOITATION AND EXPLORATION
SUPERMARIO WITH R.L
next_state, reward, done, info = env.step(action)
def epsilon_greedy(q_value,step):
if np.random.rand() < epsilon :
return np.random.randint(output)
else : 

action = np.argmax(output)
Exploitation Exploration
REPLAY MEMORY BUFFER
SUPERMARIO WITH R.L
memory = deque([],maxlen=1000000)
memory.append(state,action,reward,next_state)
(St, At, Rt+1, St+1)
next_state, reward, done, info = env.step(action)
eps_min = 0.1
eps_max = 1
eps_decay_steps = 200000
MINIMIZE LOSS
SUPERMARIO WITH R.L
import tensorflow as tf
loss = tf.reduce_mean(tf.squre( y - Q_action ) )
Optimizer =tf.train.AdamsOptimizer(learning_rate)
training_op = optimizer.minize(loss)
(Rt+1 + γt+1maxa′qθ(St+1, a′
) − qθ(St, At))2
(St, At, Rt+1, St+1)
MINIMIZE LOSS
SUPERMARIO WITH R.L
import tensorflow as tf
loss = tf.reduce_mean(tf.squre( y - Q_action ) )
Optimizer =tf.train.AdamsOptimizer(learning_rate)
training_op = optimizer.minize(loss)
(Rt+1 + γt+1maxa′qθ(St+1, a′
) − qθ(St, At))2
(St, At, Rt+1, St+1)
APPROXIMATE ACTION-VALUE
SUPERMARIO WITH R.L
1000EPISODE, 3000EPISODE, TRAINING
SUPERMARIO WITH R.L
1000 episode 3000 episode
5000 EPISODE
SUPERMARIO WITH R.L
5000 episode
SUMMARY
1. How Animals Learn
2. How Humans Learn
3. Reinforcement Learning
4. SuperMario with Reinforcement Learning
REINFORCEMENT LEARNING
REFERENCES
1. Habituation The Birth of Intelligence
2. Law of effect : The Birth of Intelligence ,p.171
3. Thorndike, E. L. (1905). The elements of psychology. New York: A. G. Seiler.
4. Thorndike, E. L. (1898). Animal intelligence: An experimental study of the associative
processes in animals. Psychological Monographs: General and Applied, 2(4), i-109.
5. Supermario environment 

https://github.com/Kautenja/gym-super-mario-bros
6. http://faculty.coe.uh.edu/smcneil/cuin6373/idhistory/thorndike_extra.html
Question?
Github:
https://github.com/wonseokjung
Facebook:
https://www.facebook.com/ws.jung.798
Blog:
https://wonseokjung.github.io/
감사합니다.


Thank you

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