1. The document provides an overview of deep reinforcement learning and the Deep Q-Network algorithm. It defines the key concepts of Markov Decision Processes including states, actions, rewards, and policies.
2. The Deep Q-Network uses a deep neural network as a function approximator to estimate the optimal action-value function. It employs experience replay and a separate target network to stabilize learning.
3. Experiments applying DQN to the Atari 2600 game Space Invaders are discussed, comparing different loss functions and optimizers. The standard DQN configuration with MSE loss and RMSProp performed best.
Reinforcement Learning (RL) approaches to deal with finding an optimal reward based policy to act in an environment (Charla en Inglés)
However, what has led to their widespread use is its combination with deep neural networks (DNN) i.e., deep reinforcement learning (Deep RL). Recent successes on not only learning to play games but also superseding humans in it and academia-industry research collaborations like for manipulation of objects, locomotion skills, smart grids, etc. have surely demonstrated their case on a wide variety of challenging tasks.
With application spanning across games, robotics, dialogue, healthcare, marketing, energy and many more domains, Deep RL might just be the power that drives the next generation of Artificial Intelligence (AI) agents!
Lecture slides in DASI spring 2018, National Cheng Kung University, Taiwan. The content is about deep reinforcement learning: policy gradient including variance reduction and importance sampling
발표자: 곽동현(서울대 박사과정, 현 NAVER Clova)
강화학습(Reinforcement learning)의 개요 및 최근 Deep learning 기반의 RL 트렌드를 소개합니다.
발표영상:
http://tv.naver.com/v/2024376
https://youtu.be/dw0sHzE1oAc
This document provides an introduction to deep reinforcement learning. It begins with an overview of reinforcement learning and its key characteristics such as using reward signals rather than supervision and sequential decision making. The document then covers the formulation of reinforcement learning problems using Markov decision processes and the typical components of an RL agent including policies, value functions, and models. It discusses popular RL algorithms like Q-learning, deep Q-networks, and policy gradient methods. The document concludes by outlining some potential applications of deep reinforcement learning and recommending further educational resources.
Continuous Control with Deep Reinforcement Learning, lillicrap et al, 2015Chris Ohk
The paper introduces Deep Deterministic Policy Gradient (DDPG), a model-free reinforcement learning algorithm for problems with continuous action spaces. DDPG combines actor-critic methods with experience replay and target networks similar to DQN. It uses a replay buffer to minimize correlations between samples and target networks to provide stable learning targets. The algorithm was able to solve challenging control problems with high-dimensional observation and action spaces, demonstrating the ability of deep reinforcement learning to handle complex, continuous control tasks.
Reinforcement learning is a machine learning technique that involves trial-and-error learning. The agent learns to map situations to actions by trial interactions with an environment in order to maximize a reward signal. Deep Q-networks use reinforcement learning and deep learning to allow agents to learn complex behaviors directly from high-dimensional sensory inputs like pixels. DQN uses experience replay and target networks to stabilize learning from experiences. DQN has achieved human-level performance on many Atari 2600 games.
Reinforcement Learning (RL) approaches to deal with finding an optimal reward based policy to act in an environment (Charla en Inglés)
However, what has led to their widespread use is its combination with deep neural networks (DNN) i.e., deep reinforcement learning (Deep RL). Recent successes on not only learning to play games but also superseding humans in it and academia-industry research collaborations like for manipulation of objects, locomotion skills, smart grids, etc. have surely demonstrated their case on a wide variety of challenging tasks.
With application spanning across games, robotics, dialogue, healthcare, marketing, energy and many more domains, Deep RL might just be the power that drives the next generation of Artificial Intelligence (AI) agents!
Lecture slides in DASI spring 2018, National Cheng Kung University, Taiwan. The content is about deep reinforcement learning: policy gradient including variance reduction and importance sampling
발표자: 곽동현(서울대 박사과정, 현 NAVER Clova)
강화학습(Reinforcement learning)의 개요 및 최근 Deep learning 기반의 RL 트렌드를 소개합니다.
발표영상:
http://tv.naver.com/v/2024376
https://youtu.be/dw0sHzE1oAc
This document provides an introduction to deep reinforcement learning. It begins with an overview of reinforcement learning and its key characteristics such as using reward signals rather than supervision and sequential decision making. The document then covers the formulation of reinforcement learning problems using Markov decision processes and the typical components of an RL agent including policies, value functions, and models. It discusses popular RL algorithms like Q-learning, deep Q-networks, and policy gradient methods. The document concludes by outlining some potential applications of deep reinforcement learning and recommending further educational resources.
Continuous Control with Deep Reinforcement Learning, lillicrap et al, 2015Chris Ohk
The paper introduces Deep Deterministic Policy Gradient (DDPG), a model-free reinforcement learning algorithm for problems with continuous action spaces. DDPG combines actor-critic methods with experience replay and target networks similar to DQN. It uses a replay buffer to minimize correlations between samples and target networks to provide stable learning targets. The algorithm was able to solve challenging control problems with high-dimensional observation and action spaces, demonstrating the ability of deep reinforcement learning to handle complex, continuous control tasks.
Reinforcement learning is a machine learning technique that involves trial-and-error learning. The agent learns to map situations to actions by trial interactions with an environment in order to maximize a reward signal. Deep Q-networks use reinforcement learning and deep learning to allow agents to learn complex behaviors directly from high-dimensional sensory inputs like pixels. DQN uses experience replay and target networks to stabilize learning from experiences. DQN has achieved human-level performance on many Atari 2600 games.
Temporal-difference (TD) learning combines ideas from Monte Carlo and dynamic programming methods. It updates estimates based in part on other estimates, like dynamic programming, but uses sampling experiences to estimate expected returns, like Monte Carlo. TD learning is model-free, incremental, and can be applied to continuing tasks. The TD error is the difference between the target value and estimated value, which is used to update value estimates through methods like Sarsa and Q-learning. N-step TD and TD(λ) generalize the idea by incorporating returns and eligibility traces over multiple steps.
The lecture slides in DSAI 2018, National Cheng Kung University. It's about famous deep reinforcement learning algorithm: Actor-Critc. In this slides, we introduce advantage function, A3C/A2C.
The document discusses reinforcement learning and its key concepts. It covers defining the reinforcement learning problem through reward maximization and Bellman's equation. It then discusses learning methods like Monte Carlo, temporal difference learning, and Q-learning. It also covers improvements like the importance of exploration versus exploitation and eligibility traces for accelerated learning.
This document provides an overview of activation functions in deep learning. It discusses the purpose of activation functions, common types of activation functions like sigmoid, tanh, and ReLU, and issues like vanishing gradients that can occur with some activation functions. It explains that activation functions introduce non-linearity, allowing neural networks to learn complex patterns from data. The document also covers concepts like monotonicity, continuity, and differentiation properties that activation functions should have, as well as popular methods for updating weights during training like SGD, Adam, etc.
Deep Reinforcement Learning: Q-LearningKai-Wen Zhao
This slide reviews deep reinforcement learning, specially Q-Learning and its variants. We introduce Bellman operator and approximate it with deep neural network. Last but not least, we review the classical paper: DeepMind Atari Game beats human performance. Also, some tips of stabilizing DQN are included.
In some applications, the output of the system is a sequence of actions. In such a case, a single action is not important
game playing where a single move by itself is not that important.in the case of the agent acts on its environment, it receives some evaluation of its action (reinforcement),
but is not told of which action is the correct one to achieve its goal
Planning and Learning with Tabular MethodsDongmin Lee
1) The document discusses planning methods in reinforcement learning that use models of the environment to generate simulated experiences for training.
2) It introduces Dyna-Q, an algorithm that integrates planning, acting, model learning, and direct reinforcement learning by using a model to generate additional simulated experiences for training.
3) When the model is incorrect, planning may lead to suboptimal policies, but interaction with the real environment can sometimes discover and correct modeling errors; when changes make the environment better, planning may fail to find improved policies without encouraging exploration.
Proximal Policy Optimization (Reinforcement Learning)Thom Lane
The document discusses Proximal Policy Optimization (PPO), a policy gradient method for reinforcement learning. Some key points:
- PPO directly learns the policy rather than values like Q-functions. It can handle both discrete and continuous action spaces.
- Policy gradient methods estimate the gradient of expected return with respect to the policy parameters. Basic updates involve taking a step in the direction of this gradient.
- PPO improves stability over basic policy gradients by clipping the objective to constrain the policy update. It also uses multiple losses including for the value function and entropy.
- Actor-critic methods like PPO learn the policy (actor) and estimated state value (critic) simultaneously. The critic acts as
The document summarizes imitation learning techniques. It introduces behavioral cloning, which frames imitation learning as a supervised learning problem by learning to mimic expert demonstrations. However, behavioral cloning has limitations as it does not allow for recovery from mistakes. Alternative approaches involve direct policy learning using an interactive expert or inverse reinforcement learning, which aims to learn a reward function that explains the expert's behavior. The document outlines different types of imitation learning problems and algorithms for interactive direct policy learning, including data aggregation and policy aggregation methods.
An introduction to reinforcement learningJie-Han Chen
This document provides an introduction and overview of reinforcement learning. It begins with a syllabus that outlines key topics such as Markov decision processes, dynamic programming, Monte Carlo methods, temporal difference learning, deep reinforcement learning, and active research areas. It then defines the key elements of reinforcement learning including policies, reward signals, value functions, and models of the environment. The document discusses the history and applications of reinforcement learning, highlighting seminal works in backgammon, helicopter control, Atari games, Go, and dialogue generation. It concludes by noting challenges in the field and prominent researchers contributing to its advancement.
Reinforcement Learning : A Beginners TutorialOmar Enayet
This document provides an overview of reinforcement learning concepts including:
1) It defines the key components of a Markov Decision Process (MDP) including states, actions, transitions, rewards, and discount rate.
2) It describes value functions which estimate the expected return for following a particular policy from each state or state-action pair.
3) It discusses several elementary solution methods for reinforcement learning problems including dynamic programming, Monte Carlo methods, temporal-difference learning, and actor-critic methods.
( Machine Learning & Deep Learning Specialization Training: https://goo.gl/5u2RiS )
This CloudxLab Reinforcement Learning tutorial helps you to understand Reinforcement Learning in detail. Below are the topics covered in this tutorial:
1) What is Reinforcement?
2) Reinforcement Learning an Introduction
3) Reinforcement Learning Example
4) Learning to Optimize Rewards
5) Policy Search - Brute Force Approach, Genetic Algorithms and Optimization Techniques
6) OpenAI Gym
7) The Credit Assignment Problem
8) Inverse Reinforcement Learning
9) Playing Atari with Deep Reinforcement Learning
10) Policy Gradients
11) Markov Decision Processes
1. Policy gradient methods estimate the optimal policy through gradient ascent on the expected return. They directly learn stochastic policies without estimating value functions.
2. REINFORCE uses Monte Carlo returns to estimate the policy gradient. It updates the policy parameters in the direction of the gradient to maximize expected returns.
3. PPO improves upon REINFORCE by clipping the objective function to restrict how far the new policy can be from the old policy, which helps stabilize training. It uses a surrogate objective and importance sampling to train the policy on data collected from previous policies.
This document discusses reinforcement learning. It defines reinforcement learning as a learning method where an agent learns how to behave via interactions with an environment. The agent receives rewards or penalties based on its actions but is not told which actions are correct. Several reinforcement learning concepts and algorithms are covered, including model-based vs model-free approaches, passive vs active learning, temporal difference learning, adaptive dynamic programming, and exploration-exploitation tradeoffs. Generalization methods like function approximation and genetic algorithms are also briefly mentioned.
Reinforcement Learning 6. Temporal Difference LearningSeung Jae Lee
A summary of Chapter 6: Temporal Difference Learning of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
Check my website for more slides of books and papers!
https://www.endtoend.ai
Reinforcement Learning 3. Finite Markov Decision ProcessesSeung Jae Lee
A summary of Chapter 3: Finite Markov Decision Processes of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
1. The document discusses hierarchical reinforcement learning (HRL) techniques to address the curse of dimensionality in reinforcement learning (RL). It summarizes prominent HRL methods like options, hierarchies of abstract machines (HAM), and MAXQ.
2. It compares the different HRL methods based on their state abstraction techniques, definitions of optimality, language expressiveness, knowledge requirements, and ability to model more complex domains.
3. The document concludes by discussing directions for future research in HRL like bidirectional state abstraction, hierarchies over other RL techniques, and applications to more complex real-world domains like robotics.
This presentation contains an introduction to reinforcement learning, comparison with others learning ways, introduction to Q-Learning and some applications of reinforcement learning in video games.
How to formulate reinforcement learning in illustrative waysYasutoTamura1
This lecture introduces reinforcement learning and how to approach learning it. It discusses formulating the environment as a Markov decision process and defines important concepts like policy, value functions, returns, and the Bellman equation. The key ideas are that reinforcement learning involves optimizing a policy to maximize expected returns, and value functions are introduced to indirectly evaluate and improve the policy through dynamic programming methods like policy iteration and value iteration. Understanding these fundamental concepts through simple examples is emphasized as the starting point for learning reinforcement learning.
Matineh Shaker, Artificial Intelligence Scientist, Bonsai at MLconf SF 2017MLconf
This document discusses deep reinforcement learning and concept network reinforcement learning. It begins with an introduction to reinforcement learning concepts like Markov decision processes and value-based methods. It then describes Concept-Network Reinforcement Learning which decomposes complex tasks into high-level concepts or actions. This allows composing existing solutions to sub-problems without retraining. The document provides examples of using concept networks for lunar lander and robot pick-and-place tasks. It concludes by discussing how concept networks can improve sample efficiency, especially for sparse reward problems.
Temporal-difference (TD) learning combines ideas from Monte Carlo and dynamic programming methods. It updates estimates based in part on other estimates, like dynamic programming, but uses sampling experiences to estimate expected returns, like Monte Carlo. TD learning is model-free, incremental, and can be applied to continuing tasks. The TD error is the difference between the target value and estimated value, which is used to update value estimates through methods like Sarsa and Q-learning. N-step TD and TD(λ) generalize the idea by incorporating returns and eligibility traces over multiple steps.
The lecture slides in DSAI 2018, National Cheng Kung University. It's about famous deep reinforcement learning algorithm: Actor-Critc. In this slides, we introduce advantage function, A3C/A2C.
The document discusses reinforcement learning and its key concepts. It covers defining the reinforcement learning problem through reward maximization and Bellman's equation. It then discusses learning methods like Monte Carlo, temporal difference learning, and Q-learning. It also covers improvements like the importance of exploration versus exploitation and eligibility traces for accelerated learning.
This document provides an overview of activation functions in deep learning. It discusses the purpose of activation functions, common types of activation functions like sigmoid, tanh, and ReLU, and issues like vanishing gradients that can occur with some activation functions. It explains that activation functions introduce non-linearity, allowing neural networks to learn complex patterns from data. The document also covers concepts like monotonicity, continuity, and differentiation properties that activation functions should have, as well as popular methods for updating weights during training like SGD, Adam, etc.
Deep Reinforcement Learning: Q-LearningKai-Wen Zhao
This slide reviews deep reinforcement learning, specially Q-Learning and its variants. We introduce Bellman operator and approximate it with deep neural network. Last but not least, we review the classical paper: DeepMind Atari Game beats human performance. Also, some tips of stabilizing DQN are included.
In some applications, the output of the system is a sequence of actions. In such a case, a single action is not important
game playing where a single move by itself is not that important.in the case of the agent acts on its environment, it receives some evaluation of its action (reinforcement),
but is not told of which action is the correct one to achieve its goal
Planning and Learning with Tabular MethodsDongmin Lee
1) The document discusses planning methods in reinforcement learning that use models of the environment to generate simulated experiences for training.
2) It introduces Dyna-Q, an algorithm that integrates planning, acting, model learning, and direct reinforcement learning by using a model to generate additional simulated experiences for training.
3) When the model is incorrect, planning may lead to suboptimal policies, but interaction with the real environment can sometimes discover and correct modeling errors; when changes make the environment better, planning may fail to find improved policies without encouraging exploration.
Proximal Policy Optimization (Reinforcement Learning)Thom Lane
The document discusses Proximal Policy Optimization (PPO), a policy gradient method for reinforcement learning. Some key points:
- PPO directly learns the policy rather than values like Q-functions. It can handle both discrete and continuous action spaces.
- Policy gradient methods estimate the gradient of expected return with respect to the policy parameters. Basic updates involve taking a step in the direction of this gradient.
- PPO improves stability over basic policy gradients by clipping the objective to constrain the policy update. It also uses multiple losses including for the value function and entropy.
- Actor-critic methods like PPO learn the policy (actor) and estimated state value (critic) simultaneously. The critic acts as
The document summarizes imitation learning techniques. It introduces behavioral cloning, which frames imitation learning as a supervised learning problem by learning to mimic expert demonstrations. However, behavioral cloning has limitations as it does not allow for recovery from mistakes. Alternative approaches involve direct policy learning using an interactive expert or inverse reinforcement learning, which aims to learn a reward function that explains the expert's behavior. The document outlines different types of imitation learning problems and algorithms for interactive direct policy learning, including data aggregation and policy aggregation methods.
An introduction to reinforcement learningJie-Han Chen
This document provides an introduction and overview of reinforcement learning. It begins with a syllabus that outlines key topics such as Markov decision processes, dynamic programming, Monte Carlo methods, temporal difference learning, deep reinforcement learning, and active research areas. It then defines the key elements of reinforcement learning including policies, reward signals, value functions, and models of the environment. The document discusses the history and applications of reinforcement learning, highlighting seminal works in backgammon, helicopter control, Atari games, Go, and dialogue generation. It concludes by noting challenges in the field and prominent researchers contributing to its advancement.
Reinforcement Learning : A Beginners TutorialOmar Enayet
This document provides an overview of reinforcement learning concepts including:
1) It defines the key components of a Markov Decision Process (MDP) including states, actions, transitions, rewards, and discount rate.
2) It describes value functions which estimate the expected return for following a particular policy from each state or state-action pair.
3) It discusses several elementary solution methods for reinforcement learning problems including dynamic programming, Monte Carlo methods, temporal-difference learning, and actor-critic methods.
( Machine Learning & Deep Learning Specialization Training: https://goo.gl/5u2RiS )
This CloudxLab Reinforcement Learning tutorial helps you to understand Reinforcement Learning in detail. Below are the topics covered in this tutorial:
1) What is Reinforcement?
2) Reinforcement Learning an Introduction
3) Reinforcement Learning Example
4) Learning to Optimize Rewards
5) Policy Search - Brute Force Approach, Genetic Algorithms and Optimization Techniques
6) OpenAI Gym
7) The Credit Assignment Problem
8) Inverse Reinforcement Learning
9) Playing Atari with Deep Reinforcement Learning
10) Policy Gradients
11) Markov Decision Processes
1. Policy gradient methods estimate the optimal policy through gradient ascent on the expected return. They directly learn stochastic policies without estimating value functions.
2. REINFORCE uses Monte Carlo returns to estimate the policy gradient. It updates the policy parameters in the direction of the gradient to maximize expected returns.
3. PPO improves upon REINFORCE by clipping the objective function to restrict how far the new policy can be from the old policy, which helps stabilize training. It uses a surrogate objective and importance sampling to train the policy on data collected from previous policies.
This document discusses reinforcement learning. It defines reinforcement learning as a learning method where an agent learns how to behave via interactions with an environment. The agent receives rewards or penalties based on its actions but is not told which actions are correct. Several reinforcement learning concepts and algorithms are covered, including model-based vs model-free approaches, passive vs active learning, temporal difference learning, adaptive dynamic programming, and exploration-exploitation tradeoffs. Generalization methods like function approximation and genetic algorithms are also briefly mentioned.
Reinforcement Learning 6. Temporal Difference LearningSeung Jae Lee
A summary of Chapter 6: Temporal Difference Learning of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
Check my website for more slides of books and papers!
https://www.endtoend.ai
Reinforcement Learning 3. Finite Markov Decision ProcessesSeung Jae Lee
A summary of Chapter 3: Finite Markov Decision Processes of the book 'Reinforcement Learning: An Introduction' by Sutton and Barto. You can find the full book in Professor Sutton's website: http://incompleteideas.net/book/the-book-2nd.html
1. The document discusses hierarchical reinforcement learning (HRL) techniques to address the curse of dimensionality in reinforcement learning (RL). It summarizes prominent HRL methods like options, hierarchies of abstract machines (HAM), and MAXQ.
2. It compares the different HRL methods based on their state abstraction techniques, definitions of optimality, language expressiveness, knowledge requirements, and ability to model more complex domains.
3. The document concludes by discussing directions for future research in HRL like bidirectional state abstraction, hierarchies over other RL techniques, and applications to more complex real-world domains like robotics.
This presentation contains an introduction to reinforcement learning, comparison with others learning ways, introduction to Q-Learning and some applications of reinforcement learning in video games.
How to formulate reinforcement learning in illustrative waysYasutoTamura1
This lecture introduces reinforcement learning and how to approach learning it. It discusses formulating the environment as a Markov decision process and defines important concepts like policy, value functions, returns, and the Bellman equation. The key ideas are that reinforcement learning involves optimizing a policy to maximize expected returns, and value functions are introduced to indirectly evaluate and improve the policy through dynamic programming methods like policy iteration and value iteration. Understanding these fundamental concepts through simple examples is emphasized as the starting point for learning reinforcement learning.
Matineh Shaker, Artificial Intelligence Scientist, Bonsai at MLconf SF 2017MLconf
This document discusses deep reinforcement learning and concept network reinforcement learning. It begins with an introduction to reinforcement learning concepts like Markov decision processes and value-based methods. It then describes Concept-Network Reinforcement Learning which decomposes complex tasks into high-level concepts or actions. This allows composing existing solutions to sub-problems without retraining. The document provides examples of using concept networks for lunar lander and robot pick-and-place tasks. It concludes by discussing how concept networks can improve sample efficiency, especially for sparse reward problems.
An efficient use of temporal difference technique in Computer Game LearningPrabhu Kumar
This document summarizes an efficient use of temporal difference techniques in computer game learning. It discusses reinforcement learning and some key concepts including the agent-environment interface, types of reinforcement learning tasks, elements of reinforcement learning like policy, reward functions, and value functions. It also describes algorithms like dynamic programming, policy iteration, value iteration, and temporal difference learning. Finally, it mentions some applications of reinforcement learning in benchmark problems, games, and real-world domains like robotics and control.
this talk was an introduction to Reinforcement Learning based on the book by Andrew Barto and Richard S. Sutton. We explained the main components of an RL problem and detailed the tabular solutions and approximate solutions methods.
1. Reinforcement learning involves an agent learning through trial-and-error interactions with an environment. The agent learns a policy for how to act by maximizing rewards.
2. The document outlines key elements of reinforcement learning including states, actions, rewards, value functions, and explores different methods for solving reinforcement learning problems including dynamic programming, Monte Carlo methods, and temporal difference learning.
3. Temporal difference learning combines the advantages of Monte Carlo methods and dynamic programming by allowing for incremental learning through bootstrapping predictions like dynamic programming while also learning directly from experience like Monte Carlo methods.
This document provides an introduction to reinforcement learning. It defines reinforcement learning as finding a policy that maximizes the sum of rewards by interacting with an environment. It discusses key concepts like Markov decision processes, value functions, temporal difference learning, Q-learning, and deep reinforcement learning. The document also provides examples of applications in games, robotics, economics and comparisons of model-based planning versus model-free reinforcement learning approaches.
https://telecombcn-dl.github.io/2018-dlai/
Deep learning technologies are at the core of the current revolution in artificial intelligence for multimedia data analysis. The convergence of large-scale annotated datasets and affordable GPU hardware has allowed the training of neural networks for data analysis tasks which were previously addressed with hand-crafted features. Architectures such as convolutional neural networks, recurrent neural networks or Q-nets for reinforcement learning have shaped a brand new scenario in signal processing. This course will cover the basic principles of deep learning from both an algorithmic and computational perspectives.
This document provides an introduction to reinforcement learning. It defines reinforcement learning and compares it to machine learning. Key concepts in reinforcement learning are discussed such as policy, reward function, value function and environment. Examples of reinforcement learning applications include chess, robotics, petroleum refineries. Model-free and model-based methods are introduced. The document also discusses Monte Carlo methods, temporal difference learning, and Dyna-Q architecture. Finally, it provides examples of reinforcement learning problems like elevator dispatching and job shop scheduling.
The document discusses challenges in reinforcement learning. It defines reinforcement learning as combining aspects of supervised and unsupervised learning, using sparse, time-delayed rewards to learn optimal behavior. The two main challenges are the credit assignment problem of determining which actions led to rewards, and balancing exploration of new actions with exploitation of existing knowledge. Q-learning is introduced as a way to estimate state-action values to learn optimal policies, and deep Q-networks are proposed to approximate Q-functions using neural networks for large state spaces. Experience replay and epsilon-greedy exploration are also summarized as techniques to improve deep Q-learning performance and exploration.
TensorFlow and Deep Learning Tips and TricksBen Ball
Presented at https://www.meetup.com/TensorFlow-and-Deep-Learning-Singapore/events/241183195/ . Tips and Tricks for using Tensorflow with Deep Reinforcement Learning.
See our blog for more information at http://prediction-machines.com/blog/
https://telecombcn-dl.github.io/2018-dlai/
Deep learning technologies are at the core of the current revolution in artificial intelligence for multimedia data analysis. The convergence of large-scale annotated datasets and affordable GPU hardware has allowed the training of neural networks for data analysis tasks which were previously addressed with hand-crafted features. Architectures such as convolutional neural networks, recurrent neural networks or Q-nets for reinforcement learning have shaped a brand new scenario in signal processing. This course will cover the basic principles of deep learning from both an algorithmic and computational perspectives.
https://telecombcn-dl.github.io/2017-dlai/
Deep learning technologies are at the core of the current revolution in artificial intelligence for multimedia data analysis. The convergence of large-scale annotated datasets and affordable GPU hardware has allowed the training of neural networks for data analysis tasks which were previously addressed with hand-crafted features. Architectures such as convolutional neural networks, recurrent neural networks or Q-nets for reinforcement learning have shaped a brand new scenario in signal processing. This course will cover the basic principles of deep learning from both an algorithmic and computational perspectives.
This document discusses using deep reinforcement learning and deep learning techniques for agent-based models. It discusses using deep learning to approximate policy and value functions, using imitation learning to learn from expert demonstrations, and using Q-learning and model-based reinforcement learning to optimize agent behavior. Micro-emulations use deep learning to model individual agent behavior, while macro-emulations aim to emulate the overall system behavior. Open problems include using reinforcement learning to find optimal policies given an agent-based model simulator.
This document provides an overview of deep reinforcement learning and related concepts. It discusses reinforcement learning techniques such as model-based and model-free approaches. Deep reinforcement learning techniques like deep Q-networks, policy gradients, and actor-critic methods are explained. The document also introduces decision transformers, which transform reinforcement learning into a sequence modeling problem, and multi-game decision transformers which can learn to play multiple games simultaneously.
Reinforcement learning is a computational approach for learning through interaction without an explicit teacher. An agent takes actions in various states and receives rewards, allowing it to learn relationships between situations and optimal actions. The goal is to learn a policy that maximizes long-term rewards by balancing exploitation of current knowledge with exploration of new actions. Methods like Q-learning use value function approximation and experience replay in deep neural networks to scale to complex problems with large state spaces like video games. Temporal difference learning combines the advantages of Monte Carlo and dynamic programming by bootstrapping values from current estimates rather than waiting for full episodes.
Discrete sequential prediction of continuous actions for deep RLJie-Han Chen
This paper proposes a method called SDQN (Sequential Deep Q-Network) to solve continuous action problems using a value-based reinforcement learning approach. SDQN discretizes continuous actions into sequential discrete steps. It transforms the original MDP into an "inner MDP" between consecutive discrete steps and an "outer MDP" between states. SDQN uses two Q-networks - an inner Q-network to estimate state-action values for each discrete step, and an outer Q-network to estimate values between states. It updates the networks using Q-learning for the inner networks and regression to match the last inner Q to the outer Q. The method is tested on a multimodal environment and several MuJoCo tasks, outperform
Reinforcement learning is a machine learning technique that involves an agent learning how to achieve a goal in an environment by trial-and-error using feedback in the form of rewards and punishments. The agent learns an optimal behavior or policy for achieving the maximum reward. Key elements of reinforcement learning include the agent, environment, states, actions, policy, reward function, and value function. Reinforcement learning problems can be solved using methods like dynamic programming, Monte Carlo methods, and temporal difference learning.
Reinforcement Learning Guide For Beginnersgokulprasath06
Reinforcement Learning Guide:
Land in multiple job interviews by joining our Data Science certification course.
Data Science course content designed uniquely, which helps you start learning Data Science from basics to advanced data science concepts.
Content: http://bit.ly/2Mub6xP
Any Queries, Call us@ +91 9884412301 / 9600112302
Similar to Deep reinforcement learning from scratch (20)
This is the lecture slides in DSAI 2018, National Cheng Kung University. In this slides, we introduce transfer learning and some examples in reinforcement learning. Besides, we also give a brief introduction to curriculum learning.
Lecture slides of DSAI 2018 in National Cheng Kung University.
Reinforcement Learning: Temporal-difference Learning, including Sarsa, Q-learning, n-step bootstrapping, eligibility trace.
This is the lecture slides for DASI spring 2018, National Cheng Kung University.
Deep reinforcement learning presentation about Deep Q Network (DQN) (Nature 2015 version)
- The document discusses the multi-armed bandit problem, which is a simplified decision-making problem used to discuss exploration-exploitation dilemmas in reinforcement learning.
- It provides examples of applying the k-armed bandit problem to recommendation systems, choosing experimental medical treatments, and other scenarios.
- Two methods are introduced for estimating the value of each action: sample-average methods which average rewards over time, and incremental implementations which update estimates online without storing all past rewards.
- Exploration involves selecting non-greedy actions to improve estimates, while exploitation selects the action with the highest estimated value. The ε-greedy policy balances exploration and exploitation.
The document describes a multi-agent reinforcement learning framework called BiCNet that allows agents to learn coordination strategies for combat games like StarCraft. BiCNet uses an actor-critic architecture with two bidirectional RNNs to model agent collaboration. It introduces individual rewards and a vectorized policy gradient to train agents. Evaluation shows BiCNet agents outperform rule-based and other RL baselines by learning strategies like focus firing, hit-and-run tactics, and coordinated attacks between heterogeneous units.
XP 2024 presentation: A New Look to Leadershipsamililja
Presentation slides from XP2024 conference, Bolzano IT. The slides describe a new view to leadership and combines it with anthro-complexity (aka cynefin).
Mastering the Concepts Tested in the Databricks Certified Data Engineer Assoc...SkillCertProExams
• For a full set of 760+ questions. Go to
https://skillcertpro.com/product/databricks-certified-data-engineer-associate-exam-questions/
• SkillCertPro offers detailed explanations to each question which helps to understand the concepts better.
• It is recommended to score above 85% in SkillCertPro exams before attempting a real exam.
• SkillCertPro updates exam questions every 2 weeks.
• You will get life time access and life time free updates
• SkillCertPro assures 100% pass guarantee in first attempt.
This presentation, created by Syed Faiz ul Hassan, explores the profound influence of media on public perception and behavior. It delves into the evolution of media from oral traditions to modern digital and social media platforms. Key topics include the role of media in information propagation, socialization, crisis awareness, globalization, and education. The presentation also examines media influence through agenda setting, propaganda, and manipulative techniques used by advertisers and marketers. Furthermore, it highlights the impact of surveillance enabled by media technologies on personal behavior and preferences. Through this comprehensive overview, the presentation aims to shed light on how media shapes collective consciousness and public opinion.
Suzanne Lagerweij - Influence Without Power - Why Empathy is Your Best Friend...Suzanne Lagerweij
This is a workshop about communication and collaboration. We will experience how we can analyze the reasons for resistance to change (exercise 1) and practice how to improve our conversation style and be more in control and effective in the way we communicate (exercise 2).
This session will use Dave Gray’s Empathy Mapping, Argyris’ Ladder of Inference and The Four Rs from Agile Conversations (Squirrel and Fredrick).
Abstract:
Let’s talk about powerful conversations! We all know how to lead a constructive conversation, right? Then why is it so difficult to have those conversations with people at work, especially those in powerful positions that show resistance to change?
Learning to control and direct conversations takes understanding and practice.
We can combine our innate empathy with our analytical skills to gain a deeper understanding of complex situations at work. Join this session to learn how to prepare for difficult conversations and how to improve our agile conversations in order to be more influential without power. We will use Dave Gray’s Empathy Mapping, Argyris’ Ladder of Inference and The Four Rs from Agile Conversations (Squirrel and Fredrick).
In the session you will experience how preparing and reflecting on your conversation can help you be more influential at work. You will learn how to communicate more effectively with the people needed to achieve positive change. You will leave with a self-revised version of a difficult conversation and a practical model to use when you get back to work.
Come learn more on how to become a real influencer!
This presentation by OECD, OECD Secretariat, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
This presentation by Professor Alex Robson, Deputy Chair of Australia’s Productivity Commission, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
Collapsing Narratives: Exploring Non-Linearity • a micro report by Rosie WellsRosie Wells
Insight: In a landscape where traditional narrative structures are giving way to fragmented and non-linear forms of storytelling, there lies immense potential for creativity and exploration.
'Collapsing Narratives: Exploring Non-Linearity' is a micro report from Rosie Wells.
Rosie Wells is an Arts & Cultural Strategist uniquely positioned at the intersection of grassroots and mainstream storytelling.
Their work is focused on developing meaningful and lasting connections that can drive social change.
Please download this presentation to enjoy the hyperlinks!
2. The content and images in this slides were borrowed from:
1. Rich Sutton’s textbook
2. David Silver’s Reinforcement Learning class in UCL
3. Sergey Levine’s Deep Reinforcement Learning class in UCB
4. Deep Reinforcement Learning and Control in CMU (CMU 10703)
2
Disclaimer
5. Reinforcement Learning V.S Supervised Learning
Supervised Learning:
Input data is independent. Current
output will not affect next input data.
5
6. Reinforcement Learning V.S Supervised Learning
Reinforcement Learning:
The agent’s action affect the data it
will receive in the future. (from CMU
10703)
6Figure from Wikipedia, made by waldoalvarez
8. If the problem can be modeled as MDP,
we can try RL to solve it!
8
9. Type of RL task
1. Episodic Task: the task will terminate after number of steps.
eg: Game, Chess
2. Continuous Task: the task never terminate.
9
10. Markov Decision Process
Defined by:
1. S: set of states
2. A: set of actions
3. R: reward model R(s)/ R(s, a)/ R(s, a, s’)
4. P: dynamics of model and its transition probability
5. : The discounted factor
10
11. Define agent-environment boundary
Before defining the set of state, we should define the
boundary between agent and environment.
According to Richard Sutton’s textbook:
1. “The agent-environment boundary represents the
limit of the agent’s absolute control, not of its
knowledge.”
2. “The general rule we follow is that anything
cannot be changed arbitrarily by the agent is
considered to be outside of it and thus part of its
environment.”
11
12. Define agent-environment boundary
Before defining the set of state, we should define the
boundary between agent and environment.
According to Richard Sutton’s textbook:
1. “The agent-environment boundary represents the
limit of the agent’s absolute control, not of its
knowledge.”
2. “The general rule we follow is that anything
cannot be changed arbitrarily by the agent is
considered to be outside of it and thus part of its
environment.”
12
13. Markov Property
● A state is Markov if and only if
● A state should summarize past sensation so as to retain all “essential”
information.
● We should be able to throw away the history once state is known.
13from CMU 10703
15. Define Action
1. Discrete Action Space
2. Continuous Action Space
15Atari 2600: Breakout Robotic Arm
16. Markov Decision Process
Defined by:
1. S: set of states ✓
2. A: set of actions ✓
3. R: reward model R(s)/ R(s, a)/ R(s, a, s’)
4. P: dynamics model and its transition probability
5. : The discounted factor
16
19. Markov Decision Process
Defined by:
1. S: set of states ✓
2. A: set of actions ✓
3. R: reward model R(s)/ R(s, a)/ R(s, a, s’) ✓
4. P: dynamics of model and its transition probability
5. : The discounted factor
19
20. Markov Decision Process
Definition: A policy is a distribution over actions given states,
MDP policies depend on the current state (time-independent)
20
21. Markov Decision Process
The objective in RL is to maximize long-trem future reward
Definition: The return is the total discounted reward from timestep t
In episodic tasks, we can consider undiscounted future wards
21
22. Markov Decision Process
Definition: The state-value function of an MDP is the expected return
starting from state s, and then following policy
Definition: The action-value function is the expected return starting from
state s, taking action a, and then following policy
22
23. Bellman Expected Equation
The state-value function can be decomposed into immediate reward plus
discounted value of successor state,
The action-value function can similarly be decomposed,
23
24. Optimal Value Functions
Definition: The optimal state-value function is the maximum value function
over all policies.
Definition: The optimal action-value function is the maximum
action-value function over all policies.
24
25. We can use backup diagram to explain the relationship between and
, and how to update each other.
Backup Diagram
25
26. We can use backup diagram to explain the relationship between and
, and how to update each other.
Backup Diagram
26
29. Optimal Policy
if
Theorem: For any Markov Decision Process
1. There exists an optimal policy that is better than or equal to all other
policies,
2. All optimal policies achieve the optimal value function,
3. All optimal policies achieve the optimal action-value function,
29
30. How to get Optimal Policies?
An optimal policy can be found by maximizing over
There is always a deterministic optimal policy for and MDP
If we know , we immediately have the optimal policy.
30
32. Solving Markov Decision Process
● Find the optimal policy
● Prediction: for a given policy, estimate value functions of state and state-action
pairs.
● Control: estimate the value function of state and state-action pairs for the
optimal policy.
32
33. Solving the Bellman Optimality Equation
Equation requires the following:
1. accurate knowledge of environments dynamics
2. we have enough space and time to do the computation
3. the Markov Property
33
34. Markov Decision Process
Defined by:
1. S: set of states ✓
2. A: set of actions ✓
3. R: reward model R(s)/ R(s, a)/ R(s, a, s’) ✓
4. P: dynamics of model and its transition probability
5. : The discounted factor
34
36. The category of RL
36
Value-based: select action
according to value function,
SGD on Bellman Error.
Policy-based: using SGD directly on
discounted expected return with
policy
Model-based: Learning the mode from interact with
environment or simulate trajectory to estimate environment
model. eg: Dyna, MCTS
37. The category of RL
Model-based method: Learn the model of the MDP (transition probability and
rewards) and try to solve MDP concurrently.
Model-free method: Learn how to act without explicitly learning the transition
probability
37
39. Q-Learning
Proposed by Watkins, 1989
● A model-free algorithm
● Tabular method: using large table to save each action-value pair Q(s, a)
● Learn from one step experience:
● Off-policy
● Online learning
Update Q table:
39
40. Q-Learning
Learning by sample:
Update Q:
bootstrapping: using the estimate of the return as the target to update old value
function.
40
Target
an estimate of the return
step size
43. Off-policy
Off-policy: If the agent learn the policy from the experience, which was generated
by other policy (not current policy), we call this algorithm is off-policy.
Why Q-Learning is off-policy?
● given experience:
● update Q:
43
44. On-policy
The agent can only learn the policy from the experience, which was generated by
current policy. If the experience is not generated by current policy, the learning
process won’t converge.
44
45. But there is still a problem
If we use optimal policy at all times, most of Q table
won’t be updated, and we will found the policy NOT
OPTIMAL.
45
46. Exploration v.s Exploitation
Exploration: gather more information
Exploitation: make the best decision given current information
Q-Learing use strategy:
● With probability , select
● With probability , select a random action.
46
48. Q-Learning Algorithm
Tabular method needs tremendous memory to store action-value pair, when facing
large/high dimensional state space it suffers from the curse of dimensionality.
Only can be used in discrete action task. Because of it select the optimal action by
48
50. Function Approximator
There are many kinds of function approximator:
● Linear combination of features
● Neural networks
● Decision Tree
● Nearest neighbour
● Fourier/wavlet bases
● ...
50
52. Deep Q Network
1. Proposed by V Mnih, K Kavukcuoglu, David Silver et al., DeepMind [1][2]
2. Using neural network as non-linear function approximator
3. DQN = Q-Learning + Deep Network
4. Testbed: 49 Atari Game
52
[1]V Mnih et al., Playing Atari with Deep Reinforcement Learning
[2]V Mnih et al., Human-level control through deep reinforcement learning (2015 Nature)
53. Deep Q Network - Define MDP
Is it an episodic task or continuous task?
Is the action space discrete or continuous?
How to define state? Is it Markov?
How to define rewards?
53
54. Deep Q Network - Define MDP
1. The game is episodic task
a. if there are multiple lives each game, they define terminal state when losing a life.
2. The action space is discrete
3. They using multi-frame as state, 4-frame here. Because of the object motion
cannot be detected by only 1 frame. 1-frame state is not Markov.
4. Clip the rewards between [-1, 1]
a. limit the scale of error derivatives
b. make it easier to use the same learning rate across multiple games
54
55. Deep Q Network - State in details
1. The origin screen size is 210x160x3 (RGB)
2. They transformed the origin screen into Grayscale (210x160x1)
3. Resize the screen size to 84x84 to train faster
4. Stack the nearest 4 screen frame together as its state
55
57. Deep Q Network - Architecture (2013)
1. 2 Convolutional neural network
a. 16 filters, 8x8 each with 4 stride
b. 32 filters, 4x4 each with 2 stride
2. 2 Fully Connected network
a. flatten to 256 neurons
b. 256 to # of actions (output layer)
57
3. Without:
a. pooling
b. batch normalization
c. dropout
58. Deep Q Network - Architecture (2015)
1. 3 Convolutional neural network
a. 32 filters, 8x8 each with 4 stride
b. 64 filters, 4x4 each with 2 stride
c. 64 filters, 3x3 each with 1 stride
2. 2 Fully Connected network
a. flatten to 512 neurons
b. 512 to # of actions (output layer)
58
3. Again without:
a. pooling
b. batch normalization
c. dropout
59. Deep Q Network - preliminary summary
Currently, we have:
1. Markov Decision Process
2. Non-linear function approximator to estimate
we can apply to random control.
But, we want our agent performs better and better.
59
60. Deep Q Network - Algorithm
In previous slides, we define optimal
action-value function in MDP.
which was:
we can iteratively update action-value by:
when , which means it
converge.
60
61. Deep Q Network - Algorithm
However, because we estimate the
action-value by non-linear function
approximator, we cannot directly update the
action-value by the formula (in right hand
side).
It just works in linear function approximator.
61
62. Deep Q Network - Algorithm
The good news: in neural network, we can use Stochastic Gradient Descent
(SGD) to approach Q* (a estimate, not equal)
In supervised learning, we often model this problem as an regression problem.
eg:
62
is weights of neural network in
iteration i
target
63. Deep Q Network - Algorithm
recap: the concept of neural network in supervised learning, the target is fixed! The
fixed target doesn’t need to gradient.
How to fix it?
63
64. Deep Q Network - Algorithm
Using seperated network to fix SGD:
● evaluation network: to estimate current action-value
● target network: as an fixed target.
We initialize target network using the same weights as evaluation network
The gradient of Loss function:
64
66. Deep Q Network - Algorithm
We use online-learning in DQN, just like Q-learning:
step1: we observe the environement, get observation
step2: we take the action according to current observation
step3: update the neural weights
66
This is called sampling,
sample experience
(s, a, r, s’)
69. Deep Q Network - Algorithm
There still exist another problem -- correlation.
They use experience replay to solve it!
69
70. Deep Q Network - Algorithm
Experience replay: when the agent iteract with environment with policy
it will store transition experience (s, a, r, s’) in replay buffer.
When learning with SGD, the agent sample batch-experience from replay buffer,
learning batch by batch.
70
72. Experiment settings
SGD optimizer: RMSProp
Learning rate: 2.5e-4 (0.00025)
batch size: 32
Loss function: MSE Loss, clip loss within [-1, 1]
Decay epsilon (exploration rate) from 1.0 to 0.1 in 1M steps
72
73. Deep Q Network - Result
The human performance is the average reward
achieved from around 20 episodes of each game
lasting a maximum of 5 min each, following around
2 h of practice playing each game.
73
You can see the figure at p.3:
https://storage.googleapis.com/deepmind-media/dqn/DQNNat
urePaper.pdf
75. Space Invaders
1. We have 3 lives (episodic task)
2. We also have 3 Shields
3. Need to beat all Invaders
4. The bullets blink with some frequency
75
84. The content not covered in this slides
The Proof of convergence of linear function approximator & non-linear function
approximator, but you can find it in Rich Sutton’s text book in Ch9 - Ch11.
84