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
Reinforcement Learning 4. Dynamic ProgrammingSeung Jae Lee
A summary of Chapter 4: Dynamic Programming 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
Reinforcement Learning 5. Monte Carlo MethodsSeung Jae Lee
A summary of Chapter 5: Monte Carlo Methods 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 8: Planning and Learning with Tabular MethodsSeung Jae Lee
A summary of Chapter 8: Planning and Learning with Tabular Methods 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
A summary of Chapter 1: Introduction 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
Reinforcement Learning 2. Multi-armed BanditsSeung Jae Lee
A summary of Chapter 2: Multi-armed Bandits 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
Reinforcement Learning 10. On-policy Control with ApproximationSeung Jae Lee
A summary of Chapter 10: On-policy Control with Approximation 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
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
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.
Reinforcement Learning 4. Dynamic ProgrammingSeung Jae Lee
A summary of Chapter 4: Dynamic Programming 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
Reinforcement Learning 5. Monte Carlo MethodsSeung Jae Lee
A summary of Chapter 5: Monte Carlo Methods 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 8: Planning and Learning with Tabular MethodsSeung Jae Lee
A summary of Chapter 8: Planning and Learning with Tabular Methods 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
A summary of Chapter 1: Introduction 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
Reinforcement Learning 2. Multi-armed BanditsSeung Jae Lee
A summary of Chapter 2: Multi-armed Bandits 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
Reinforcement Learning 10. On-policy Control with ApproximationSeung Jae Lee
A summary of Chapter 10: On-policy Control with Approximation 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
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
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.
Hello~! :)
While studying the Sutton-Barto book, the traditional textbook for Reinforcement Learning, I created PPT about the Multi-armed Bandits, a Chapter 2.
If there are any mistakes, I would appreciate your feedback immediately.
Thank you.
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 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.
This document provides an overview of Markov Decision Processes (MDPs) and related concepts in decision theory and reinforcement learning. It defines MDPs and their components, describes algorithms for solving MDPs like value iteration and policy iteration, and discusses extensions to partially observable MDPs. It also briefly mentions dynamic Bayesian networks, the dopaminergic system, and its role in reinforcement learning and decision making.
Dr. Subrat Panda gave an introduction to reinforcement learning. He defined reinforcement learning as dealing with agents that must sense and act upon their environment to receive delayed scalar feedback in the form of rewards. He described key concepts like the Markov decision process framework, value functions, Q-functions, exploration vs exploitation, and extensions like deep reinforcement learning. He listed several real-world applications of reinforcement learning and resources for learning more.
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!
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.
- 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.
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
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.
This document provides an overview of an introductory lecture on reinforcement learning. The key points covered include:
- Reinforcement learning involves an agent learning through trial-and-error interactions with an environment by receiving rewards.
- The goal of reinforcement learning is for the agent to select actions that maximize total rewards. This involves making decisions to balance short-term versus long-term rewards.
- Major components of a reinforcement learning agent include its policy, which determines its behavior, its value function which predicts future rewards, and its model which represents its understanding of the environment's dynamics.
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.
This document summarizes Deep Q-Networks (DQN), a deep reinforcement learning algorithm that was able to achieve human-level performance on many Atari 2600 games. The key ideas of DQN include using a deep neural network to approximate the Q-function, experience replay to increase data efficiency, and a separate target network to stabilize learning. DQN has inspired many follow up algorithms, including double DQN, dueling DQN, prioritized experience replay, and noisy networks for better exploration. DQN was able to learn human-level policies directly from pixels and rewards for many Atari games using the same hyperparameters and network architecture.
Here are the key steps to run a REINFORCE algorithm on the CartPole environment using SLM Lab:
1. Define the REINFORCE agent configuration in a spec file. This specifies things like the algorithm name, hyperparameters, network architecture, optimizer, etc.
2. Define the CartPole environment configuration.
3. Initialize SLM Lab and load the spec file:
```js
const slmLab = require('slm-lab');
slmLab.init();
const spec = require('./reinforce_cartpole.js');
```
4. Create an experiment with the spec:
```js
const experiment = new slmLab.Experiment(spec
Reinforcement learning is a machine learning technique where an agent learns how to behave in an environment by receiving rewards or punishments for its actions. The goal of the agent is to learn an optimal policy that maximizes long-term rewards. Reinforcement learning can be applied to problems like game playing, robot control, scheduling, and economic modeling. The reinforcement learning process involves an agent interacting with an environment to learn through trial-and-error using state, action, reward, and policy. Common algorithms include Q-learning which uses a Q-table to learn the optimal action-selection policy.
Reinforcement Learning 7. n-step BootstrappingSeung Jae Lee
A summary of Chapter 7: n-step Bootstrapping 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
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.
Slides from my presentation of Richard Sutton and Andrew Barto's "Introduction to Reinforcement Learning Chapter 1"
Video (https://www.youtube.com/watch?v=4SLGEq_HZxk&t=2s)
Structured prediction with reinforcement learningguruprasad110
This document introduces the framework of structured prediction Markov decision processes (SP-MDP) which links structured prediction and reinforcement learning. It discusses how SP problems can be formulated as SP-MDPs by defining states, actions, transitions, and rewards. Approximated reinforcement learning algorithms like Q-learning, SARSA, and policy gradients can then be used to find optimal policies for structured prediction in the SP-MDP framework. This allows reinforcement learning techniques to be applied to structured prediction problems.
Hello~! :)
While studying the Sutton-Barto book, the traditional textbook for Reinforcement Learning, I created PPT about the Multi-armed Bandits, a Chapter 2.
If there are any mistakes, I would appreciate your feedback immediately.
Thank you.
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 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.
This document provides an overview of Markov Decision Processes (MDPs) and related concepts in decision theory and reinforcement learning. It defines MDPs and their components, describes algorithms for solving MDPs like value iteration and policy iteration, and discusses extensions to partially observable MDPs. It also briefly mentions dynamic Bayesian networks, the dopaminergic system, and its role in reinforcement learning and decision making.
Dr. Subrat Panda gave an introduction to reinforcement learning. He defined reinforcement learning as dealing with agents that must sense and act upon their environment to receive delayed scalar feedback in the form of rewards. He described key concepts like the Markov decision process framework, value functions, Q-functions, exploration vs exploitation, and extensions like deep reinforcement learning. He listed several real-world applications of reinforcement learning and resources for learning more.
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!
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.
- 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.
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
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.
This document provides an overview of an introductory lecture on reinforcement learning. The key points covered include:
- Reinforcement learning involves an agent learning through trial-and-error interactions with an environment by receiving rewards.
- The goal of reinforcement learning is for the agent to select actions that maximize total rewards. This involves making decisions to balance short-term versus long-term rewards.
- Major components of a reinforcement learning agent include its policy, which determines its behavior, its value function which predicts future rewards, and its model which represents its understanding of the environment's dynamics.
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.
This document summarizes Deep Q-Networks (DQN), a deep reinforcement learning algorithm that was able to achieve human-level performance on many Atari 2600 games. The key ideas of DQN include using a deep neural network to approximate the Q-function, experience replay to increase data efficiency, and a separate target network to stabilize learning. DQN has inspired many follow up algorithms, including double DQN, dueling DQN, prioritized experience replay, and noisy networks for better exploration. DQN was able to learn human-level policies directly from pixels and rewards for many Atari games using the same hyperparameters and network architecture.
Here are the key steps to run a REINFORCE algorithm on the CartPole environment using SLM Lab:
1. Define the REINFORCE agent configuration in a spec file. This specifies things like the algorithm name, hyperparameters, network architecture, optimizer, etc.
2. Define the CartPole environment configuration.
3. Initialize SLM Lab and load the spec file:
```js
const slmLab = require('slm-lab');
slmLab.init();
const spec = require('./reinforce_cartpole.js');
```
4. Create an experiment with the spec:
```js
const experiment = new slmLab.Experiment(spec
Reinforcement learning is a machine learning technique where an agent learns how to behave in an environment by receiving rewards or punishments for its actions. The goal of the agent is to learn an optimal policy that maximizes long-term rewards. Reinforcement learning can be applied to problems like game playing, robot control, scheduling, and economic modeling. The reinforcement learning process involves an agent interacting with an environment to learn through trial-and-error using state, action, reward, and policy. Common algorithms include Q-learning which uses a Q-table to learn the optimal action-selection policy.
Reinforcement Learning 7. n-step BootstrappingSeung Jae Lee
A summary of Chapter 7: n-step Bootstrapping 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
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.
Slides from my presentation of Richard Sutton and Andrew Barto's "Introduction to Reinforcement Learning Chapter 1"
Video (https://www.youtube.com/watch?v=4SLGEq_HZxk&t=2s)
Structured prediction with reinforcement learningguruprasad110
This document introduces the framework of structured prediction Markov decision processes (SP-MDP) which links structured prediction and reinforcement learning. It discusses how SP problems can be formulated as SP-MDPs by defining states, actions, transitions, and rewards. Approximated reinforcement learning algorithms like Q-learning, SARSA, and policy gradients can then be used to find optimal policies for structured prediction in the SP-MDP framework. This allows reinforcement learning techniques to be applied to structured prediction 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 document provides an introduction to reinforcement learning. It defines reinforcement learning and compares it to supervised learning. Reinforcement learning involves an agent interacting with an environment and receiving rewards to learn a policy for maximizing rewards. The key elements of reinforcement learning problems are the agent, environment, state, actions, policy, reward function, and value function. The document discusses various reinforcement learning concepts like exploration vs exploitation, temporal difference learning, Q-learning, and Monte Carlo methods. It also compares model-based and model-free reinforcement learning approaches. Overall, the document provides a high-level overview of the main concepts and problem-solving methods in the field of reinforcement learning.
The Reinforcement Learning (RL) is a particular type of learning. It is useful when we try to learn from an unknown environment. Which means, that our model will have to explore the environment in order to collect the necessary data to use for its training. The model is represented as an Agent, trying to achieve a certain goal in a particular environment. The Agent affects this environment by taking actions that change the state of the environment and generate rewards produced by this later one.
The learning relies on the generated rewards, and the goal will be to maximize them. To choose the actions to apply, the agents use a policy. It can be defined as the process that the agent use to choose the actions that will permit it to optimize the overall rewards. In this course, we will see two methods used to develop these polices: policy gradient and Q-Learning. We will implement our examples using the following libraries: OpenAI gym, keras , tensorflow and keras-rl.
[Notebook 1](https://colab.research.google.com/drive/1395LU6jWULFogfErI8CIYpi35Y00YiRj)
[Notebook 2](https://colab.research.google.com/drive/1MpDS5rj-PwzzLIZtAGYnZ_jjEwhWZEdC)
Reinforcement learning algorithms like Q-learning, SARSA, DQN, and A3C help agents learn optimal behaviors through trial-and-error interactions with an environment. Q-learning uses a model-free approach to estimate state-action values without a transition model. SARSA is similar to Q-learning but is on-policy, learning the value function from the current policy. DQN approximates Q-values using a neural network to handle large state spaces. A3C uses multiple asynchronous agents interacting with individual environments to learn diversified policies through an actor-critic framework.
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
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.
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 overview of problem solving through searching. It defines key concepts like agents, sensors, actuators, and effectors. It explains that an intelligent agent perceives its environment, thinks, and acts to achieve goals. Search algorithms take problems as input and return solutions as sequences of actions. Problems are formulated by defining the search space, start state, and goal test. Search techniques explore the state space using actions and transition models to find optimal solutions. Common examples like the 8-puzzle and n-queens problems are presented. Tree search algorithms simulate state space exploration by expanding already explored states. A general search algorithm is outlined using open and closed lists to iteratively find solutions.
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.
Intro to Reinforcement learning - part IIMikko Mäkipää
Introduction to Reinforcement Learning, part II: Basic tabular methods
This is the second presentation in a three-part series covering the basics of Reinforcement Learning (RL).
In this presentation, we introduce some more building blocks, such as policy iteration, bandits and exploration, epsilon-greedy policies, temporal difference methods.
We introduce basic model-free methods that use tabular value representation; Monte Carlo on- and off-policy, Sarsa, Expected Sarsa, and Q-learning.
The algorithms are illustrated using simple black jack as an environment.
Reinforcement learning:policy gradient (part 1)Bean Yen
The policy gradient theorem is from "Reinforcement Learning : An Introduction". DPG and DDPG is from the original paper.
original link https://docs.google.com/presentation/d/1I3QqfY6h2Pb0a-KEIbKy6v5NuZtnTMLN16Fl-IuNtUo/edit?usp=sharing
The document discusses intelligent agents and their components. An agent is anything that perceives its environment through sensors and acts upon the environment through effectors. Agents can be human, robotic, or software based. An agent's behavior is described by its agent function, which maps percept sequences to actions. Practically, an agent's behavior is implemented through an agent program. Different types of agent programs are discussed, including simple reflex agents, model-based reflex agents, goal-based agents, utility-based agents, and learning agents. The properties of task environments that agents operate within are also outlined.
This document discusses reinforcement learning, an approach to machine learning where an agent learns behaviors through trial and error interactions with its environment. The agent receives positive or negative feedback based on its actions, allowing it to maximize rewards. Specifically:
1) In reinforcement learning, an agent performs actions in an environment and receives feedback in the form of rewards or punishments to learn behaviors without a teacher directly telling it what to do.
2) The goal is for the agent to learn a policy to map states to actions that will maximize total rewards. It must figure out which of its past actions led to rewards through the "credit assignment problem."
3) Reinforcement learning has been applied to problems like game playing, robot control
This document discusses reinforcement learning. It begins by defining reinforcement learning as learning from interaction through trial and error using a goal-directed approach. It then contrasts reinforcement learning with unsupervised learning, noting that reinforcement learning aims to maximize rewards through closed-loop interaction rather than finding hidden structures. The document discusses the exploration-exploitation dilemma and provides examples of reinforcement learning problems like controlling a mobile robot or optimizing a petroleum refinery. It outlines the key components of reinforcement learning problems including policies, rewards, value functions, and models. Finally, it discusses solutions like Markov decision processes, dynamic programming, and Monte Carlo methods.
Dexterous In-hand Manipulation by OpenAIAnand Joshi
OpenAI has used Reinforcement Learning to train a humanoid robotic hand to rotate a cube to achieve any desired orientation. This is discussed in arXiv:1808.00177, 2019 and in the blog <openai.com/blog/learning dexterity/>. These slides present results from the paper along with a few important concepts in reinforcement learning I learnt through many other sources.
Andrii Prysiazhnyk: Why the amazon sellers are buiyng the RTX 3080: Dynamic p...Lviv Startup Club
Andrii Prysiazhnyk: Why the amazon sellers are buiyng the RTX 3080: Dynamic pricing with RL
AI & BigData Online Day 2021
Website - http://aiconf.com.ua
Youtube - https://www.youtube.com/startuplviv
FB - https://www.facebook.com/aiconf
Similar to Reinforcement Learning 3. Finite Markov Decision Processes (20)
Connector Corner: Seamlessly power UiPath Apps, GenAI with prebuilt connectorsDianaGray10
Join us to learn how UiPath Apps can directly and easily interact with prebuilt connectors via Integration Service--including Salesforce, ServiceNow, Open GenAI, and more.
The best part is you can achieve this without building a custom workflow! Say goodbye to the hassle of using separate automations to call APIs. By seamlessly integrating within App Studio, you can now easily streamline your workflow, while gaining direct access to our Connector Catalog of popular applications.
We’ll discuss and demo the benefits of UiPath Apps and connectors including:
Creating a compelling user experience for any software, without the limitations of APIs.
Accelerating the app creation process, saving time and effort
Enjoying high-performance CRUD (create, read, update, delete) operations, for
seamless data management.
Speakers:
Russell Alfeche, Technology Leader, RPA at qBotic and UiPath MVP
Charlie Greenberg, host
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
"Frontline Battles with DDoS: Best practices and Lessons Learned", Igor IvaniukFwdays
At this talk we will discuss DDoS protection tools and best practices, discuss network architectures and what AWS has to offer. Also, we will look into one of the largest DDoS attacks on Ukrainian infrastructure that happened in February 2022. We'll see, what techniques helped to keep the web resources available for Ukrainians and how AWS improved DDoS protection for all customers based on Ukraine experience
Digital Banking in the Cloud: How Citizens Bank Unlocked Their MainframePrecisely
Inconsistent user experience and siloed data, high costs, and changing customer expectations – Citizens Bank was experiencing these challenges while it was attempting to deliver a superior digital banking experience for its clients. Its core banking applications run on the mainframe and Citizens was using legacy utilities to get the critical mainframe data to feed customer-facing channels, like call centers, web, and mobile. Ultimately, this led to higher operating costs (MIPS), delayed response times, and longer time to market.
Ever-changing customer expectations demand more modern digital experiences, and the bank needed to find a solution that could provide real-time data to its customer channels with low latency and operating costs. Join this session to learn how Citizens is leveraging Precisely to replicate mainframe data to its customer channels and deliver on their “modern digital bank” experiences.
Essentials of Automations: Exploring Attributes & Automation ParametersSafe Software
Building automations in FME Flow can save time, money, and help businesses scale by eliminating data silos and providing data to stakeholders in real-time. One essential component to orchestrating complex automations is the use of attributes & automation parameters (both formerly known as “keys”). In fact, it’s unlikely you’ll ever build an Automation without using these components, but what exactly are they?
Attributes & automation parameters enable the automation author to pass data values from one automation component to the next. During this webinar, our FME Flow Specialists will cover leveraging the three types of these output attributes & parameters in FME Flow: Event, Custom, and Automation. As a bonus, they’ll also be making use of the Split-Merge Block functionality.
You’ll leave this webinar with a better understanding of how to maximize the potential of automations by making use of attributes & automation parameters, with the ultimate goal of setting your enterprise integration workflows up on autopilot.
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
How information systems are built or acquired puts information, which is what they should be about, in a secondary place. Our language adapted accordingly, and we no longer talk about information systems but applications. Applications evolved in a way to break data into diverse fragments, tightly coupled with applications and expensive to integrate. The result is technical debt, which is re-paid by taking even bigger "loans", resulting in an ever-increasing technical debt. Software engineering and procurement practices work in sync with market forces to maintain this trend. This talk demonstrates how natural this situation is. The question is: can something be done to reverse the trend?
[OReilly Superstream] Occupy the Space: A grassroots guide to engineering (an...Jason Yip
The typical problem in product engineering is not bad strategy, so much as “no strategy”. This leads to confusion, lack of motivation, and incoherent action. The next time you look for a strategy and find an empty space, instead of waiting for it to be filled, I will show you how to fill it in yourself. If you’re wrong, it forces a correction. If you’re right, it helps create focus. I’ll share how I’ve approached this in the past, both what works and lessons for what didn’t work so well.
In the realm of cybersecurity, offensive security practices act as a critical shield. By simulating real-world attacks in a controlled environment, these techniques expose vulnerabilities before malicious actors can exploit them. This proactive approach allows manufacturers to identify and fix weaknesses, significantly enhancing system security.
This presentation delves into the development of a system designed to mimic Galileo's Open Service signal using software-defined radio (SDR) technology. We'll begin with a foundational overview of both Global Navigation Satellite Systems (GNSS) and the intricacies of digital signal processing.
The presentation culminates in a live demonstration. We'll showcase the manipulation of Galileo's Open Service pilot signal, simulating an attack on various software and hardware systems. This practical demonstration serves to highlight the potential consequences of unaddressed vulnerabilities, emphasizing the importance of offensive security practices in safeguarding critical infrastructure.
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
Your One-Stop Shop for Python Success: Top 10 US Python Development Providersakankshawande
Simplify your search for a reliable Python development partner! This list presents the top 10 trusted US providers offering comprehensive Python development services, ensuring your project's success from conception to completion.
What is an RPA CoE? Session 1 – CoE VisionDianaGray10
In the first session, we will review the organization's vision and how this has an impact on the COE Structure.
Topics covered:
• The role of a steering committee
• How do the organization’s priorities determine CoE Structure?
Speaker:
Chris Bolin, Senior Intelligent Automation Architect Anika Systems
zkStudyClub - LatticeFold: A Lattice-based Folding Scheme and its Application...Alex Pruden
Folding is a recent technique for building efficient recursive SNARKs. Several elegant folding protocols have been proposed, such as Nova, Supernova, Hypernova, Protostar, and others. However, all of them rely on an additively homomorphic commitment scheme based on discrete log, and are therefore not post-quantum secure. In this work we present LatticeFold, the first lattice-based folding protocol based on the Module SIS problem. This folding protocol naturally leads to an efficient recursive lattice-based SNARK and an efficient PCD scheme. LatticeFold supports folding low-degree relations, such as R1CS, as well as high-degree relations, such as CCS. The key challenge is to construct a secure folding protocol that works with the Ajtai commitment scheme. The difficulty, is ensuring that extracted witnesses are low norm through many rounds of folding. We present a novel technique using the sumcheck protocol to ensure that extracted witnesses are always low norm no matter how many rounds of folding are used. Our evaluation of the final proof system suggests that it is as performant as Hypernova, while providing post-quantum security.
Paper Link: https://eprint.iacr.org/2024/257
2. ● Simplified, flexible reinforcement learning problem
● Consists of States , Actions , Rewards
Markov Decision Process (MDP)
States
Info available to agent
Actions
Choice made by agent
Rewards
Basis for evaluating choices
4. ● Anything the agent cannot arbitrarily change is part of the environment
○ Agent might still know everything about the environment
● Different boundaries for different purposes
Agent-Environment Boundary
Machinery Sensors Battery“Brain”
5. 1. Agent observes a state
2. Agent takes action
3. Agent receives reward and new state
4. Agent takes another action
5. Repeat
Agent-Environment Interactions
6. Transition Probability
● Probability of reaching state and reward by taking action on state
● Fully describes the dynamics of a finite MDP
● Can deduce other properties of the environment
7. Expected Rewards
● Expected reward of taking action on state
● Expected reward of arriving in state by taking action on state
8. Recycling Robot Example
● States: Battery status (high or low)
● Actions
○ Search: High reward. Battery status can be lowered or depleted.
○ Wait: Low reward. Battery status does not change.
○ Recharge: No reward. Battery status changed to high.
● If battery is depleted, -3 reward and battery status changed to high.
10. Designing Rewards
● Reward hypothesis
○ Goals and purposes can be represented by maximization of cumulative reward
● Tell what you want to achieve, not how
+1 for each boxProportional to
forward action
Always -1
11. Episodic Tasks
● Interactions can be broken into episodes
● Episodes end in a special terminal state
● Each episode is independent
Finished when the game ends Finished when the agent is out of the maze
12. Return for Episodic Tasks
● Sum of rewards from time step
● Time of termination:
14. Return for Continuing Tasks
● Sum of rewards is almost always infinite
● Need to discount future rewards by factor
○ If , the return only considers immediate reward (myopic)
15. Unified Notation for Return
● Cumulative reward
● can be a finite number or infinity
● Future rewards can be discounted with factor
○ If , then must be less than 1.
16. Policy
● Mapping from states to probabilities of selecting each possible action
● : Probability of selecting action in state
20. Optimal Policies and Value Functions
● For any policy , for all states
● There can be multiple optimal policies
● All optimal policies share same optimal value functions:
22. Solving Bellman Optimality Equation
● Linear system: equations, unknowns
● Possible to find the exact optimal policy
● Impractical in most environments
○ Need to know the dynamics of the environment
○ Need extreme computational power
○ Need Markov property
→ In most cases, approximation is the best possible solution.
23. Approximation
● Does not require complete knowledge of environment
● Less memory and computational power needed
● Can focus learning on frequently encountered states
24. Thank you!
Original content from
● Reinforcement Learning: An Introduction by Sutton and Barto
You can find more content in
● github.com/seungjaeryanlee
● www.endtoend.ai