A review of the basic ideas and concepts in reinforcement learning, including discussion of Q-Learning and Sarsa methods. Includes a survey of modern RL methods, including Dyna-Q, DQN, REINFORCE, and AC2, and how they relate.
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
- 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.
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
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!
Deep reinforcement learning from scratchJie-Han Chen
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.
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.
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.
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.
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
- 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.
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
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!
Deep reinforcement learning from scratchJie-Han Chen
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.
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.
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.
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 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.
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.
This document summarizes a presentation on accelerating dynamic time warping (DTW) clustering with a novel admissible pruning strategy. It introduces the motivation for DTW clustering, describes the density peaks clustering algorithm, and presents TADPole, the authors' proposed algorithm. TADPole uses novel pruning strategies during local density computation and nearest neighbor distance calculation to significantly accelerate DTW clustering. Experimental results on several datasets show TADPole achieves an order of magnitude speed up over brute force DTW clustering with comparable or better clustering quality. Two case studies on an electromagnetic articulograph dataset and a pulsus dataset demonstrate TADPole's utility and ability to prune over 88-94% of DTW distance
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 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.
Financial Trading as a Game: A Deep Reinforcement Learning Approach謙益 黃
An automatic program that generates constant profit from the financial market is lucrative for every market practitioner. Recent advance in deep reinforcement learning provides a framework toward end-to-end training of such trading agent. In this paper, we propose an Markov Decision Process (MDP) model suitable for the financial trading task and solve it with the state-of-the-art deep recurrent Q-network (DRQN) algorithm. We propose several modifications to the existing learning algorithm to make it more suitable under the financial trading setting, namely 1. We employ a substantially small replay memory (only a few hundreds in size) compared to ones used in modern deep reinforcement learning algorithms (often millions in size.) 2. We develop an action augmentation technique to mitigate the need for random exploration by providing extra feedback signals for all actions to the agent. This enables us to use greedy policy over the course of learning and shows strong empirical performance compared to more commonly used ε-greedy exploration. However, this technique is specific to financial trading under a few market assumptions. 3. We sample a longer sequence for recurrent neural network training. A side product of this mechanism is that we can now train the agent for every T steps. This greatly reduces training time since the overall computation is down by a factor of T. We combine all of the above into a complete online learning algorithm and validate our approach on the spot foreign exchange market.
This Logistic Regression Presentation will help you understand how a Logistic Regression algorithm works in Machine Learning. In this tutorial video, you will learn what is Supervised Learning, what is Classification problem and some associated algorithms, what is Logistic Regression, how it works with simple examples, the maths behind Logistic Regression, how it is different from Linear Regression and Logistic Regression applications. At the end, you will also see an interesting demo in Python on how to predict the number present in an image using Logistic Regression.
Below topics are covered in this Machine Learning Algorithms Presentation:
1. What is supervised learning?
2. What is classification? what are some of its solutions?
3. What is logistic regression?
4. Comparing linear and logistic regression
5. Logistic regression applications
6. Use case - Predicting the number in an image
What is Machine Learning: Machine Learning is an application of Artificial Intelligence (AI) that provides systems the ability to automatically learn and improve from experience without being explicitly programmed.
- - - - - - - -
About Simplilearn Machine Learning course:
A form of artificial intelligence, Machine Learning is revolutionizing the world of computing as well as all people’s digital interactions. Machine Learning powers such innovative automated technologies as recommendation engines, facial recognition, fraud protection and even self-driving cars.This Machine Learning course prepares engineers, data scientists and other professionals with knowledge and hands-on skills required for certification and job competency in Machine Learning.
- - - - - - -
Why learn Machine Learning?
Machine Learning is taking over the world- and with that, there is a growing need among companies for professionals to know the ins and outs of Machine Learning
The Machine Learning market size is expected to grow from USD 1.03 Billion in 2016 to USD 8.81 Billion by 2022, at a Compound Annual Growth Rate (CAGR) of 44.1% during the forecast period.
- - - - - -
What skills will you learn from this Machine Learning course?
By the end of this Machine Learning course, you will be able to:
1. Master the concepts of supervised, unsupervised and reinforcement learning concepts and modeling.
2. Gain practical mastery over principles, algorithms, and applications of Machine Learning through a hands-on approach which includes working on 28 projects and one capstone project.
3. Acquire thorough knowledge of the mathematical and heuristic aspects of Machine Learning.
4. Understand the concepts and operation of support vector machines, kernel SVM, naive bayes, decision tree classifier, random forest classifier, logistic regression, K-nearest neighbors, K-means clustering and more.
5. Be able to model a wide variety of robust Machine Learning algorithms including deep learning, clustering, and recommendation systems
- - - - - - -
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.
Reinforcement learning is an area of machine learning inspired by behaviorist psychology, concerned with how software agents ought to take actions in an environment so as to maximize some notion of cumulative reward.
Reinforcement learning is a method for learning behaviors through trial-and-error interactions with an environment. The goal is to maximize a numerical reward signal by discovering the actions that yield the most reward. The learner is not told which actions to take directly, but must instead determine which actions are best by trying them out. This document outlines reinforcement learning concepts like exploration versus exploitation, where exploration involves trying non-optimal actions to gain more information, while exploitation uses current knowledge to choose optimal actions. It also discusses formalisms like Markov decision processes and the tradeoff between maximizing short-term versus long-term rewards in reinforcement learning problems.
An introduction to reinforcement learning (rl)pauldix
This document provides an introduction to reinforcement learning (RL) and RL for brain-machine interfaces (RL-BMI). It outlines key RL concepts like the environment, value functions, and methods for achieving optimality including dynamic programming, Monte Carlo, and temporal difference methods. It also discusses eligibility traces and provides an example of an online/closed-loop RL-BMI architecture. References for further reading on the topics are included.
This document provides an overview of reinforcement learning. It defines reinforcement learning as learning through trial-and-error to maximize rewards over time. The document discusses key reinforcement learning concepts like the agent-environment interaction, Markov decision processes, policies, value functions, and the Q-learning algorithm. It also provides examples of applying reinforcement learning to problems like career choices and the Atari Breakout video game.
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.
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 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.
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.
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
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.
The document discusses the key concepts behind Deep Q-Networks (DQN), a type of deep reinforcement learning algorithm. It begins with a brief overview of Q-learning and its limitations with large state/action spaces. It then covers the four main ideas of DQN: 1) Using a deep neural network to represent the Q-function instead of a table, 2) Optimizing the network weights using experience replay, 3) Using a separate target network to generate stable training targets, and 4) Storing experiences in a replay buffer to break correlations between consecutive states.
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.
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.
This document summarizes a presentation on accelerating dynamic time warping (DTW) clustering with a novel admissible pruning strategy. It introduces the motivation for DTW clustering, describes the density peaks clustering algorithm, and presents TADPole, the authors' proposed algorithm. TADPole uses novel pruning strategies during local density computation and nearest neighbor distance calculation to significantly accelerate DTW clustering. Experimental results on several datasets show TADPole achieves an order of magnitude speed up over brute force DTW clustering with comparable or better clustering quality. Two case studies on an electromagnetic articulograph dataset and a pulsus dataset demonstrate TADPole's utility and ability to prune over 88-94% of DTW distance
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 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.
Financial Trading as a Game: A Deep Reinforcement Learning Approach謙益 黃
An automatic program that generates constant profit from the financial market is lucrative for every market practitioner. Recent advance in deep reinforcement learning provides a framework toward end-to-end training of such trading agent. In this paper, we propose an Markov Decision Process (MDP) model suitable for the financial trading task and solve it with the state-of-the-art deep recurrent Q-network (DRQN) algorithm. We propose several modifications to the existing learning algorithm to make it more suitable under the financial trading setting, namely 1. We employ a substantially small replay memory (only a few hundreds in size) compared to ones used in modern deep reinforcement learning algorithms (often millions in size.) 2. We develop an action augmentation technique to mitigate the need for random exploration by providing extra feedback signals for all actions to the agent. This enables us to use greedy policy over the course of learning and shows strong empirical performance compared to more commonly used ε-greedy exploration. However, this technique is specific to financial trading under a few market assumptions. 3. We sample a longer sequence for recurrent neural network training. A side product of this mechanism is that we can now train the agent for every T steps. This greatly reduces training time since the overall computation is down by a factor of T. We combine all of the above into a complete online learning algorithm and validate our approach on the spot foreign exchange market.
This Logistic Regression Presentation will help you understand how a Logistic Regression algorithm works in Machine Learning. In this tutorial video, you will learn what is Supervised Learning, what is Classification problem and some associated algorithms, what is Logistic Regression, how it works with simple examples, the maths behind Logistic Regression, how it is different from Linear Regression and Logistic Regression applications. At the end, you will also see an interesting demo in Python on how to predict the number present in an image using Logistic Regression.
Below topics are covered in this Machine Learning Algorithms Presentation:
1. What is supervised learning?
2. What is classification? what are some of its solutions?
3. What is logistic regression?
4. Comparing linear and logistic regression
5. Logistic regression applications
6. Use case - Predicting the number in an image
What is Machine Learning: Machine Learning is an application of Artificial Intelligence (AI) that provides systems the ability to automatically learn and improve from experience without being explicitly programmed.
- - - - - - - -
About Simplilearn Machine Learning course:
A form of artificial intelligence, Machine Learning is revolutionizing the world of computing as well as all people’s digital interactions. Machine Learning powers such innovative automated technologies as recommendation engines, facial recognition, fraud protection and even self-driving cars.This Machine Learning course prepares engineers, data scientists and other professionals with knowledge and hands-on skills required for certification and job competency in Machine Learning.
- - - - - - -
Why learn Machine Learning?
Machine Learning is taking over the world- and with that, there is a growing need among companies for professionals to know the ins and outs of Machine Learning
The Machine Learning market size is expected to grow from USD 1.03 Billion in 2016 to USD 8.81 Billion by 2022, at a Compound Annual Growth Rate (CAGR) of 44.1% during the forecast period.
- - - - - -
What skills will you learn from this Machine Learning course?
By the end of this Machine Learning course, you will be able to:
1. Master the concepts of supervised, unsupervised and reinforcement learning concepts and modeling.
2. Gain practical mastery over principles, algorithms, and applications of Machine Learning through a hands-on approach which includes working on 28 projects and one capstone project.
3. Acquire thorough knowledge of the mathematical and heuristic aspects of Machine Learning.
4. Understand the concepts and operation of support vector machines, kernel SVM, naive bayes, decision tree classifier, random forest classifier, logistic regression, K-nearest neighbors, K-means clustering and more.
5. Be able to model a wide variety of robust Machine Learning algorithms including deep learning, clustering, and recommendation systems
- - - - - - -
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.
Reinforcement learning is an area of machine learning inspired by behaviorist psychology, concerned with how software agents ought to take actions in an environment so as to maximize some notion of cumulative reward.
Reinforcement learning is a method for learning behaviors through trial-and-error interactions with an environment. The goal is to maximize a numerical reward signal by discovering the actions that yield the most reward. The learner is not told which actions to take directly, but must instead determine which actions are best by trying them out. This document outlines reinforcement learning concepts like exploration versus exploitation, where exploration involves trying non-optimal actions to gain more information, while exploitation uses current knowledge to choose optimal actions. It also discusses formalisms like Markov decision processes and the tradeoff between maximizing short-term versus long-term rewards in reinforcement learning problems.
An introduction to reinforcement learning (rl)pauldix
This document provides an introduction to reinforcement learning (RL) and RL for brain-machine interfaces (RL-BMI). It outlines key RL concepts like the environment, value functions, and methods for achieving optimality including dynamic programming, Monte Carlo, and temporal difference methods. It also discusses eligibility traces and provides an example of an online/closed-loop RL-BMI architecture. References for further reading on the topics are included.
This document provides an overview of reinforcement learning. It defines reinforcement learning as learning through trial-and-error to maximize rewards over time. The document discusses key reinforcement learning concepts like the agent-environment interaction, Markov decision processes, policies, value functions, and the Q-learning algorithm. It also provides examples of applying reinforcement learning to problems like career choices and the Atari Breakout video game.
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.
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 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.
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.
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
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.
The document discusses the key concepts behind Deep Q-Networks (DQN), a type of deep reinforcement learning algorithm. It begins with a brief overview of Q-learning and its limitations with large state/action spaces. It then covers the four main ideas of DQN: 1) Using a deep neural network to represent the Q-function instead of a table, 2) Optimizing the network weights using experience replay, 3) Using a separate target network to generate stable training targets, and 4) Storing experiences in a replay buffer to break correlations between consecutive states.
1118_Seminar_Continuous_Deep Q-Learning with Model based accelerationHye-min Ahn
The document summarizes a research paper titled "Continuous Deep Q-Learning with Model-based Acceleration" presented at ICML 2016. It proposes a method that incorporates advantages of both model-free and model-based reinforcement learning. The method uses deep Q-learning with normalized advantage functions to learn a parameterized Q-function for continuous state-action spaces. It accelerates the learning process by using trajectory optimization from an imagined model to generate exploratory behaviors during data collection.
This document discusses reinforcement learning and Markov decision processes (MDPs). It introduces key concepts like states, actions, rewards, policies, value functions, and model-based vs model-free reinforcement learning. It also covers specific algorithms like Q-learning, temporal difference learning, and using linear function approximation to generalize value functions to new states based on their features. The document uses examples like backgammon, animal learning, and Pacman to illustrate reinforcement learning concepts and techniques.
This document discusses using reinforcement learning and meta-level reasoning to develop adaptive high-level strategies in StarCraft. It introduces Q-learning as a reinforcement learning technique to update state-action values. A meta-level reinforcement learning approach is then used to select exploration rates and learning rates over time based on the agent's need to learn. Experiments inject code into StarCraft using BWAPI to implement different Terran strategies and apply meta-level reasoning to select strategies and dynamically adjust hyperparameters. Results showed this approach enabled the development of adaptive high-level strategies in the complex StarCraft environment.
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/
This document summarizes the policy gradient reinforcement learning algorithm. It begins by introducing the objective of directly maximizing expected reward over a policy. It then derives the policy gradient theorem, which allows calculating the analytical gradient of the expected reward with respect to the policy parameters. This is used to develop the REINFORCE algorithm, which approximates the policy gradient using sampled episodes. REINFORCE estimates state-action values to compute the policy gradient and updates the policy in the direction of increasing expected reward. Baseline functions can be subtracted from the state-action values to reduce variance in the policy gradient estimate.
The document provides an introduction to reinforcement learning. It discusses how reinforcement learning allows agents to learn behaviors through trial-and-error interactions with an environment. The agent receives rewards or punishments that modify the likelihood of behaviors to maximize rewards over time. Examples are given of how dogs can be trained and how babies learn behaviors through reinforcement. Grid worlds are presented as a simple example problem to introduce key concepts before discussing more complex applications in domains like robotics, games, and self-driving cars.
It will give a short overview of Reinforcement Learning and its combination with Neural Networks (Deep Reinforcement Learning) in a brief and simple way
Reinforcement learning (RL) is about finding an optimal policy that maximizes the expected cumulative reward. It works by having an agent interact with an uncertain environment and learn through trial-and-error using feedback in the form of rewards. There are two main learning methods in RL - Monte Carlo which learns from whole episodes and Temporal Difference learning which learns from successive states.
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
Reinforcement learning allows an agent to learn how to behave through trial-and-error interactions with an environment. The agent takes actions in a state and receives rewards, learning through experience which actions maximize total rewards. The agent learns a policy using a Q-table that represents the estimated utility of taking an action in a given state. Initially the agent explores randomly, but over time exploits what it has learned from the Q-table to select the highest-valued actions. The Q-learning algorithm iteratively updates the Q-table values using the Bellman equation to improve its estimates of the best actions.
This document provides an overview of reinforcement learning concepts. It introduces reinforcement learning as using rewards to learn how to maximize utility. It describes Markov decision processes (MDPs) as the framework for modeling reinforcement learning problems, including states, actions, transitions, and rewards. It discusses solving MDPs by finding optimal policies using value iteration or policy iteration algorithms based on the Bellman equations. The goal is to learn optimal state values or action values through interaction rather than relying on a known model of the environment.
Similar to Survey of Modern Reinforcement Learning (20)
Freshworks Rethinks NoSQL for Rapid Scaling & Cost-EfficiencyScyllaDB
Freshworks creates AI-boosted business software that helps employees work more efficiently and effectively. Managing data across multiple RDBMS and NoSQL databases was already a challenge at their current scale. To prepare for 10X growth, they knew it was time to rethink their database strategy. Learn how they architected a solution that would simplify scaling while keeping costs under control.
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.
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
"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
Conversational agents, or chatbots, are increasingly used to access all sorts of services using natural language. While open-domain chatbots - like ChatGPT - can converse on any topic, task-oriented chatbots - the focus of this paper - are designed for specific tasks, like booking a flight, obtaining customer support, or setting an appointment. Like any other software, task-oriented chatbots need to be properly tested, usually by defining and executing test scenarios (i.e., sequences of user-chatbot interactions). However, there is currently a lack of methods to quantify the completeness and strength of such test scenarios, which can lead to low-quality tests, and hence to buggy chatbots.
To fill this gap, we propose adapting mutation testing (MuT) for task-oriented chatbots. To this end, we introduce a set of mutation operators that emulate faults in chatbot designs, an architecture that enables MuT on chatbots built using heterogeneous technologies, and a practical realisation as an Eclipse plugin. Moreover, we evaluate the applicability, effectiveness and efficiency of our approach on open-source chatbots, with promising results.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/how-axelera-ai-uses-digital-compute-in-memory-to-deliver-fast-and-energy-efficient-computer-vision-a-presentation-from-axelera-ai/
Bram Verhoef, Head of Machine Learning at Axelera AI, presents the “How Axelera AI Uses Digital Compute-in-memory to Deliver Fast and Energy-efficient Computer Vision” tutorial at the May 2024 Embedded Vision Summit.
As artificial intelligence inference transitions from cloud environments to edge locations, computer vision applications achieve heightened responsiveness, reliability and privacy. This migration, however, introduces the challenge of operating within the stringent confines of resource constraints typical at the edge, including small form factors, low energy budgets and diminished memory and computational capacities. Axelera AI addresses these challenges through an innovative approach of performing digital computations within memory itself. This technique facilitates the realization of high-performance, energy-efficient and cost-effective computer vision capabilities at the thin and thick edge, extending the frontier of what is achievable with current technologies.
In this presentation, Verhoef unveils his company’s pioneering chip technology and demonstrates its capacity to deliver exceptional frames-per-second performance across a range of standard computer vision networks typical of applications in security, surveillance and the industrial sector. This shows that advanced computer vision can be accessible and efficient, even at the very edge of our technological ecosystem.
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.
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
AppSec PNW: Android and iOS Application Security with MobSFAjin Abraham
Mobile Security Framework - MobSF is a free and open source automated mobile application security testing environment designed to help security engineers, researchers, developers, and penetration testers to identify security vulnerabilities, malicious behaviours and privacy concerns in mobile applications using static and dynamic analysis. It supports all the popular mobile application binaries and source code formats built for Android and iOS devices. In addition to automated security assessment, it also offers an interactive testing environment to build and execute scenario based test/fuzz cases against the application.
This talk covers:
Using MobSF for static analysis of mobile applications.
Interactive dynamic security assessment of Android and iOS applications.
Solving Mobile app CTF challenges.
Reverse engineering and runtime analysis of Mobile malware.
How to shift left and integrate MobSF/mobsfscan SAST and DAST in your build pipeline.
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.
"Choosing proper type of scaling", Olena SyrotaFwdays
Imagine an IoT processing system that is already quite mature and production-ready and for which client coverage is growing and scaling and performance aspects are life and death questions. The system has Redis, MongoDB, and stream processing based on ksqldb. In this talk, firstly, we will analyze scaling approaches and then select the proper ones for our system.
Skybuffer SAM4U tool for SAP license adoptionTatiana Kojar
Manage and optimize your license adoption and consumption with SAM4U, an SAP free customer software asset management tool.
SAM4U, an SAP complimentary software asset management tool for customers, delivers a detailed and well-structured overview of license inventory and usage with a user-friendly interface. We offer a hosted, cost-effective, and performance-optimized SAM4U setup in the Skybuffer Cloud environment. You retain ownership of the system and data, while we manage the ABAP 7.58 infrastructure, ensuring fixed Total Cost of Ownership (TCO) and exceptional services through the SAP Fiori interface.
Discover top-tier mobile app development services, offering innovative solutions for iOS and Android. Enhance your business with custom, user-friendly mobile applications.
2. What to expect from this talk
Part 1 Introduce the foundations of reinforcement learning
● Definitions and basic ideas
● A couple algorithms that work in simple environments
Part 2 Review some state-of-the-art methods
● Higher level concepts, vanilla methods
● Not a complete list of cutting edge methods
Part 3 Current state of reinforcement learning
4. What is reinforcement learning?
A type of machine learning where
an agent interacts with an
environment and learns to take
actions that result in greater
cumulative reward.
X alone is analyzed for patterns
● PCA
● Cluster analysis
● Outlier detection
X is used to predict Y
● Classification
● Regression
Supervised Learning Unsupervised Learning Reinforcement Learning
5. Definitions
Reward
Motivation for the agent. Not always obvious what the reward
signal should be
YOU WIN! +1
GAME OVER -1
Stay alive
+1/second
(sort of)
Agent
The learner and decision maker
Environment
Everything external to the agent used to
make decisions
Actions
The set of possible steps the agent can take
depending on the state of the environment
6. The Problem with Rewards...
Designing reward functions is notoriously difficult
Clark, Jack. “Faulty Reward Functions in the Wild.” OpenAI, 21 Dec. 2016.
1 Irpan, Alex. “Deep Reinforcement Learning Doesn't Work Yet.” Sorta Insightful, 14 Feb. 2018.
Possible reward structure
● Total points
● Time to finish
● Finishing position
Human player
“I’ve taken to imagining deep RL as a
demon that’s deliberately misinterpreting
your reward and actively searching for the
laziest possible local optima.”
- Alex Irpan
Reinforcement Learning Agent
7. More Definitions
Return
Long-term, discounted reward
Value
Expected return
value of states → V(s)
how good is it to be in state s
value of state-action pairs → Q(s,a)
how good is it to take action a from state s
discount factor
Policy
How the agent should act from a given state → π(a|s)
8. Markov Decision Process
Markov Process
A random process whose future behavior only depends on the current state.
Sleepy
Energetic
Hungry
70%
50%
15%
70%
50%
35%
50%
9. Markov Decision Process
Sleepy Energetic Hungry
nap beg
be good
beg
be good
30%
70% 20%
60%
20%
50%
60%
40%
60%
40%
10%
40%
Markov Process + Actions + Reward = Markov Decision Process
+2
-1
-2
-1
+10
+7
-2
-1
+10
+5
-6
-4
10. To model or not to model
Model-based methods
Transition Model ● We already know the dynamics of the environment
● We simply need to plan our actions to optimize return
Model-free methods
We don’t know or care about the dynamics, we just want to learn a good policy by
exploring the environment
Sample Model ● We don’t know the dynamics
● We try to learn them by exploring the environment
and use them to plan our actions to optimize return
Planning
Learning
Planning and
Learning
12. Bellman Equations
Value of each states under optimal policy for Robodog:
Bellman Equation
Bellman Optimality Equation
policy
transition
probabilities
value of the
next state
reward discount factor
value of the
current state
13. Policy Iteration
Policy evaluation
Makes the value function
consistent with the current policy
Policy improvement
Make the policy greedy with
respect to the current value
function
be good
beg
be good
beg
100%
50%
50%
50%
50%
sleepy nap
energetic
hungry
be good
beg
be good
beg
100%
0%
100%
100%
0%
sleepy nap
energetic
hungry
state value
sleepy 19.88
energetic 20.97
hungry 20.63
state value
sleepy 29.66
energetic 31.66
hungry 31.90
Converge to
optimal policy
and value under
optimal policy
14. Reinforcement Learning Methods
Model-based Model-free
Transition
Model On-policy
Off-policy
Sample
Model
Value-based Policy-based
Dynamic
Programming
Sarsa
Q-Learning
Monte Carlo
Temporal Difference
15. When learning happens
Monte Carlo: wait until end of episode before making updates to value estimates
X X
O
X
O
X
X O
O
X
X O
O
X X
X O
O O
X X
X O
O O
X X X
Update value for all
states in episode
X X
O
X
O
X
X O
O
X
Update
value for
previous
state
Temporal difference, TD(0): update every step using estimates of next states
bootstrapping
Update
value for
previous
state
Update
value for
previous
state
Update
value for
previous
state
. . .
in this example, learning = updating value of states
17. Sarsa
S A Q(S, A)
sleepy nap 0
energetic beg 0
energetic be good 0
hungry beg 0
hungry be good 0
Energetic
be good
Hungry
+5
beg
S
A
R
S’
A’
Hungry
beg
Initialize Q(s,a)
For each episode:
• Start in a random state, S.
• Choose action A from S using 𝛆-greedy policy from Q(s,a).
• While S is not terminal:
1. Take action A, observe reward R and new state S’.
2. Choose action A’ from S’ using 𝛆-greedy policy from Q(s,a).
3. Update Q for state S and action A:
4. S ← S’, A ← A’
0.5
18. Q-Learning
S A Q(S, A)
sleepy nap 0
energetic beg 0
energetic be good 0
hungry beg 0
hungry be good 0
Energetic
be good
Hungry
+5
beg
S
A
R
S’
3. Update Q for state S and action A:
be good
Q = -1 Q = 2
Hungry
Initialize Q(s,a)
For each episode:
• Start in a random state, S.
• While S is not terminal:
1.Choose action A from S using 𝛆-greedy policy from Q(s,a).
2.Take action A, observe reward R and new state S’.
4. S ← S’
beg
0.5
20. Reinforcement Learning Methods
Model-based Model-free
Transition
Model On-policy
Off-policy
Sample
Model
Value-based Policy-based
Dynamic
Programming
Dyna-Q
Sarsa
Q-Learning
Monte Carlo
Temporal Difference
21. Dyna-Q
For each episode:
• Start in a random state, S.
• While S is not terminal:
1.Choose action A from S using 𝛆-greedy policy from Q(s,a).
2.Take action A, observe reward R and new state S’.
3.Update Q for state S and action A:
Model(S, A)
S A Q(S, A) R S’
sleepy nap 0 0 NA
energetic beg 0 0 NA
energetic be good 0 0 NA
hungry beg 0 0 NA
hungry be good 0 0 NA
Energetic
be good
Hungry
+5
ordinary Q-Learning
Hungry
beg
Sleepy
-6
R
R
R
⋮
5 hungry0.5
R
R
R
⋮
Initialize Q(s,a) and Model(s,a)
4. Update Model for state S and action A:
5. “Hallucinate” n transitions and use them to update Q:
0.951.3551.7195
23. Deep Reinforcement Learning
2
3
4
5
6
7
8
Black
Box
state, s
Q(s, a)
for each action a
1
s a Q(s,a)
1 X Q(1, X)
1 Y Q(1, Y)
1 Z Q(1, Z)
2 X Q(2, X)
2 Y Q(2, Y)
2 Z Q(2, Z)
3 X Q(3, X)
3 Y Q(3, Y)
3 Z Q(3, Z)
4 X Q(4, X)
4 Y Q(4, Y)
4 Z Q(4, Z)
5 X Q(5, X)
5 Y Q(5, Y)
5 Z Q(5, Z)
6 X Q(6, X)
6 Y Q(6, Y)
6 Z Q(6, Z)
7 X Q(7, X)
7 Y Q(7, Y)
7 Z Q(7, Z)
8 X Q(8, X)
8 Y Q(8, Y)
8 Z Q(8, Z)
Q(s,X)
Q(s,Y)
Q(s,Z)
24. Reinforcement Learning Methods
Model-based Model-free
Transition
Model On-policy
Off-policy
Sample
Model
Value-based Policy-based
Dynamic
Programming
Dyna-Q
Monte Carlo
Tree Search
Sarsa
Q-Learning
Deep Q Networks*
Monte Carlo Methods
Temporal Difference Methods
* Utilize deep learning
25. Deep Q Networks (DQN)
Black Box
X
blank
O
state, s
Q(s, a)
for each action a
X
X
O
X
how good is it
to take this
action from
this state?
1. Initialize network.
1. Take one action under Q policy.
s a r s’
1 s1 a1 r1 s2
2 s2 a2 r2 s3
... ... ... ...
t st at rt st
3. Add new information to training data:
4. Use stochastic gradient descent
to update weights based on:
Repeat steps 2 - 4 until convergence
ŷ y
26. Deep Q Networks (DQN)
1. Initialize network.
2. Take one action under Q policy.
3. Add new information to training data:
1. Use stochastic gradient descent to
update weights based on:
Problem:
● Data not i.i.d.
● Data collected based on an evolving policy, not the optimal
policy that we are trying to learn.
Solution:
Create a replay buffer of size k to take small samples from
Problem:
Instability introduced when updating Q(s, a) using Q(s’, a’)
Solution:
Have a secondary target network used to evaluate Q(s’, a’) and
only sync with primary network after every n training iterations
primary network target network
s a r s’
1 s1 a1 r1 s2
2 s2 a2 r2 s3
... ... ... ...
t st at rt st
s a r s’
1 s1 a1 r1 s2
2 s2 a2 r2 s3
... ... ... ...
t - k st-k at-k rt-k st-k+1
... ... ... ...
t st at rt st+1
27. Reinforcement Learning Methods
Model-based Model-free
Transition
Model On-policy
Off-policy
Sample
Model
Value-based Policy-based
Dynamic
Programming
Dyna-Q
Monte Carlo
Tree Search
Sarsa
Q-Learning
Deep Q Networks*
REINFORCE*
Monte Carlo Methods
Temporal Difference Methods
* Utilize deep learning
28. REINFORCE
Black Box
X
blank
O
state, s
𝛑(a|s)
for each action a
X
X
O
X
what is the
probability of
taking this
action under
policy 𝛑?
1. Initialize network.
r1 r2 r3 r4 r5 r6 r7 r8
2. Play out a full episode under 𝛑.
3. For every step t, calculate return
from that state until the end:
4. Use stochastic gradient descent
to update weights based on:
Repeat steps 2 - 4 until convergence
29. DQN vs REINFORCE
DQN REINFORCE
Learning Off-policy On-policy
Updates Temporal difference Monte Carlo
Output Q(s,a) ➝ Value-based 𝛑(a|s) ➝ Policy-based
Action spaces Small discrete only Large discrete or continuous
Exploration 𝛆-greedy Built-in due to stochastic policy
Convergence Slower to converge Faster to converge
Experience Less experience needed More experience needed
30. Reinforcement Learning Methods
Model-based Model-free
Transition
Model On-policy
Off-policy
Sample
Model
Value-based Policy-based
Dynamic
Programming
Dyna-Q
Monte Carlo
Tree Search
Sarsa
Q-Learning
Deep Q Networks*
REINFORCE*
Monte Carlo Methods
Temporal Difference Methods
* Utilize deep learning
Advantage Actor-Critic*
32. Quick review
Q-Learning DQN REINFORCE Q Actor-Critic A2C
Ability to
generalize
values in state
space
Ability to control in
continuous action
spaces using
stochastic policy
One step updates Reduce variability
in gradients
34. Advantage Actor-Critic (A2C)
Common
layers
X
blank
O
state, s
Policy
net
Value
net
𝛑(a|s)
for each action a
V(s)
Actor
Policy-based like REINFORCE
Can now use temporal difference
learning and baseline:
Critic
Value-based, now learns value of
states instead of state-action pairs
36. Current state of reinforcement learning
Mostly in academia or research-focused companies, e.g. DeepMind, OpenAI
● Most impressive progress has been made in games
1 Irpan, Alex. “Deep Reinforcement Learning Doesn't Work Yet.” Sorta Insightful, 14 Feb. 2018.
Barriers to entry:
● Too much real-world experience required
Driverless car, robotics, etc. still largely not using RL.
“The rule-of-thumb is that except in rare cases, domain-specific algorithms work faster and
better than reinforcement learning.”1
“Reinforcement learning is a type of machine learning whose hunger
for data is even greater than supervised learning. It is really difficult to
get enough data for reinforcement learning algorithms. There’s more
work to be done to translate this to businesses and practice.”
- Andrew Ng
● Simulation is often not realistic enough
● Poor convergence properties
● There has not been enough development in transfer learning for RL models
○ Models do not generalize well outside of what they are trained on
37. Promising applications of RL (that aren’t games)
Energy Finance
Healthcare
Some aspects of
robotics
NLP
Computer
systems
Traffic light
control
Assisting GANs
Neural network
architecture
Computer vision
Education
Recommendation
systems
Science & Math
38. References
Clark, Jack. “Faulty Reward Functions in the Wild.” OpenAI, 21 Dec. 2016.
Friedman, Lex (2015). MIT: Introduction to Deep Reinforcement Learning. https://www.youtube.com/watch?v=zR11FLZ-O9M
Fullstack Academy (2017). Monte Carlo Tree Search Tutorial. https://www.youtube.com/watch?v=Fbs4lnGLS8M
Irpan, Alex. “Deep Reinforcement Learning Doesn't Work Yet.” Sorta Insightful, 14 Feb. 2018.
Lapan, M. (2018). Deep reinforcement learning hands-on: Apply modern RL methods, with deep Q-networks, value
iteration, policy gradients, TRPO, AlphaGo Zero and more. Birmingham, UK: Packt Publishing.
Silver, David (2015). University College London Reinforcement Learning Course. Lecture 7: Policy Gradient Methods
Towards Data Science. “Applications of Reinforcement Learning in Real World”, 1 Aug 2018.
Sutton, R. S., & Barto, A. G. (2018). Reinforcement learning: An introduction. Cambridge, MA: The MIT Press.
Editor's Notes
Environment → states of the environment
****Describe image!!****
Discount factor prevents infinite return
Value vs policy based methods
drama/sci-fi
State-action pair
Dynamics
Sample model - by learning and planning we are often able to do better than we would with just learning alone
Only applies to single agent fully observable MDPs
Reward can propagate backwards
Almost all reinforcement learning methods are well described as generalized policy iteration
Monte Carlo = low bias, high variance
Temporal difference methods = higher bias, lower variance (and don’t need complete episodes in order to learn)
Lower variance is often better!
Major consideration in all RL algorithms
Greedy action = action that we currently believe has the most value
Decrease epsilon over time
Now, we no longer no the dynamics of Robodog
What is the advantage/disadvantage of off-policy vs on-policy?
Q learning and Sarsa were developed in the late 80s. While not state-of-the-art as they only work for small state and action spaces, they laid the foundation for a some of modern reinforcement learning methods covered in Part 2
***Learning from experience can be expensive***
Not necessarily best system to use last observed reward and new state for our model
Q updates from sample moel get more interesting when more state action pairs have been observed
add reference
While tabular methods would be memory intensive for large state spaces, the bigger issue is the time it would take to visit all states and observe and update their values - we need the ability to generalize
With deep RL, we can have some idea of the value of a state even if we’ve never seen it before
Developed by DeepMind in 2014
Stochastic gradient descent needs iid data
A lot of work has been done since 2015 to make these networks even better and more efficient
G is an unbiased estimate of the true Q
Loss function drives policy towards actions with positive reward and away from actions with negative reward
Major issues: noisy gradients (due to randomness of samples), high variance ---> unstable learning and possibly suboptimal policy
for each learning step, we upgrade policy net towards actions that the critic says are good, and update the value net to match the change in the actor’s policy
---> policy iteration
We can swap out A for Q in our loss function without changing the direction of the gradients, but while reducing variance greatly
AC2 introduced by OpenAI and asynchronous method developed by DeepMind
DeepMind has supposedly reduced Google’s energy consumption by 50%
NLP: SalesForce used RL among other text generation models to write high quality summaries of long text.
JPMorgan using RL robot to execute trades at opportune times
Healthcare - optimization of treatment for patients with chronic disease, deciphering medical images
Improving output of GANs by making output adhere to standard rules