Reinforcement Learning

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Contents

Reinforcement learning is a sub-field of mathematics and computer science. It deals with the following kind of problems: You're given a set of states \(\mathcal{X} \subseteq \mathbb{R}^n\) and a starting state \(x_0 \in \mathcal{X}\). For every time step \(k = 0, 1, 2, \dots\) you have a set of possible actions, depending on your current state:

$$\mathcal{A}_k(x_k)$$

Depending on what your action and your current state is, the new state is

$$P(x_k, a_k, x_{k+1}) \in [0, 1]$$

So the transition from state \(x_k\) to state \(x_{k+1}\) with action \(a_k\) is stochastic.

For some states \(x_k\), actions \(a_k\) at time \(k\), you receive rewards:

$$r_k(x_k, a_k) \in \mathbb{R}$$

Your goal is to maximize

$$\mathbb{E}(\sum_{k=0}^\infty \gamma^k \cdot r_k(x_k, a_k))$$

where \(\gamma \in (0, 1)\) is a discounting factor which makes sure we don't get infinite rewards. \(\gamma = 0.99\) is a typical choice.

Small robot in a grid maze with arrows to a glowing star as goal, next to a loop of state, action and reward
Reinforcement learning: an agent learns by trial and reward.

Applications

This very general problem description can be applied in almost any scenario:

  • Learning automatically to play games
  • Learning to control robots

Why RL is difficult

  • Credit assignment: In chess, you only get a reward (positive or negative) at the end of the game. How do you tell which move was good or bad?
  • Exploration vs. exploitation: When should you stick to what you know and when should you try something new?
  • State equivalence: Typically, your state is very high-dimensional. For example when learning very old computer games from raw pixels you have
    $$210 \cdot 160 \cdot 3 = 100800$$
    dimensions in your feature vector. But the relevant game states might be far fewer.

Approaches

A policy network gets the state as input and outputs the action. It learns by executing many episodes (e.g. a complete game; from start until you reach a final state or at least a state with reward) and labels all actions before with the received reward. There might be many which were good even in a lost game, but on average you expect to punish bad decisions and encourage good decisions.

Resources

If you are a student at KIT, I can recommend the lecture Probabilistic Planning.

Other resources you might want to have a look at: