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Announcements ▪ Feb 18: No class (Monday Schedule) ▪ Feb 21: Recap for Exam 1 ▪ Feb 25: In-class Exam 1 ▪ 1 hour long. ▪ Please be present in DCC 318 at 10 AM sharp. ▪ 3 questions from:

▪ Search, Constraint Satisfaction Problems, Logic ▪ Feb 28: We will resume regular lectures with Introduction to Probability

and Bayes Nets. Reinforcement Learning:

Exploration vs. Exploitation CSCI 4150: Introduction to Artificial Intelligence (Spring 2025) Oshani Seneviratne Assistant Professor in Computer Science [email protected] February 14, 2025 Acknowledgment:

Most of the content in these slides was adapted from the slides created by Dan Klein and Pieter Abbeel for CS188 Intro to AI at UC Berkeley.

All CS188 materials are available at http://ai.berkeley.edu. The Story So Far: MDPs and RL Known MDP: Offline Solution Goal

Technique Compute V*, Q*, *

Value / policy iteration Evaluate a fixed policy 

Policy evaluation Unknown MDP: Model-Based Unknown MDP: Model-Free Goal

Technique Compute V*, Q*, * VI/PI on approx. MDP Evaluate a fixed policy  PE on approx. MDP Goal

Technique Compute V*, Q*, * Q-learning Evaluate a fixed policy  Value Learning Model-Free Learning ▪ Model-free (temporal difference) learning ▪ Experience world through episodes ▪ Update estimates each transition ▪ Over time, updates will mimic Bellman updates r a s s, a s’ a’ s’, a’ s’’ Q-Learning ▪ We’d like to do Q-value updates to each Q-state: ▪ But can’t compute this update without knowing T, R ▪ Instead, compute average as we go ▪ Receive a sample transition (s,a,r,s’) ▪ This sample suggests ▪ But we want to average over results from (s,a)

(Why?) ▪ So keep a running average Q-Learning Properties ▪ Amazing result: Q-learning converges to optimal policy -- even if you’re

acting suboptimally! ▪ This is called off-policy learning ▪ Caveats: ▪ You have to explore enough ▪ You have to eventually make the learning rate small enough ▪ … but not decrease it too quickly (otherwise , you would have averaged only a small

amount of experience together) ▪ Basically, in the limit, it doesn’t matter how you select actions. Video of Demo Q-Learning Auto Cliff Grid Video: http://cs.rpi.edu/academics/courses/spring25/csci4150/website/lectures/videos/12/Qlearning--auto--cliff-grid.mp4 How to Explore? ▪ Several schemes for forcing exploration ▪ Simplest: random actions (-greedy) ▪ Every time step, flip a coin ▪ With (small) probability , act randomly ▪ With (large) probability 1-, act on current policy ▪ Problems with random actions? ▪ You do eventually explore the space, but keep

thrashing around once learning is done ▪ One solution: lower  over time ▪ Another solution: exploration functions Video of Demo Q-learning – Manual Exploration – Bridge Grid

Video: http://cs.rpi.edu/academics/courses/spring25/csci4150/website/lectures/videos/12/Qlearning--manual exploration--bridge-grid.mp4 Video of Demo Q-learning – Epsilon-Greedy – Crawler

Video: http://cs.rpi.edu/academics/courses/spring25/csci4150/website/lectures/videos/12/Qlearning--epsilon greedy--crawler.mp4 80% of the

time, the bot

takes a

random

action,

leading to

high

exploration. Lowering

epsilon

(reducing

randomness)

allows the bot to

exploit learned

knowledge. Exploration Functions ▪ When to explore? ▪ Random actions: explore a fixed amount ▪ Better idea: explore areas whose badness is not

(yet) established, eventually stop exploring ▪ Exploration function ▪ Takes a value estimate u and a visit count n, and

returns an optimistic utility, e.g. ▪ Note: this propagates the “bonus” back to states that lead to unknown states as well!

Modified Q-Update: Regular Q-Update: Video of Demo Q-learning – Exploration Function – Crawler

Video: http://cs.rpi.edu/academics/courses/spring25/csci4150/website/lectures/videos/12/Qlearning--epsilon greedy--crawler.mp4 Regret ▪ Even if you learn the optimal policy, you

still make mistakes along the way! ▪ Regret is a measure of your total mistake

cost: the difference between your

(expected) rewards, including

suboptimality, and optimal (expected)

rewards ▪ Minimizing regret goes beyond learning to

be optimal – it requires efficiently learning

to be optimal. ▪ Example: random exploration and

exploration functions both end up

optimal, but random exploration has a

higher regret. Learning from past errors helps the agent avoid

repeating them. Approximate Q-Learning Generalizing Across States ▪ Basic Q-Learning keeps a table of all q-values ▪ In realistic situations, we cannot possibly learn

about every single state! ▪ Too many states to visit them all in training ▪ Too many states to hold the q-tables in memory ▪ Instead, we want to generalize: ▪ Learn about some small number of training states from

experience ▪ Generalize that experience to new, similar situations ▪ This is a fundamental idea in machine learning, and we’ll

see it over and over again Example: Pacman Let’s say we discover

through experience

that this state is bad: In naïve q-learning,

we know nothing

about this state: Or even this one! Spot the difference? There’s a food pellet missing

here. Video of Demo Q-Learning Pacman – Tiny – Watch All Video: http://cs.rpi.edu/academics/courses/spring25/csci4150/website/lectures/videos/12/Qlearning--pacman--tiny--watch-all.mp4 Video of Demo Q-Learning Pacman – Tiny – Silently Train Video: http://cs.rpi.edu/academics/courses/spring25/csci4150/website/lectures/videos/12/Qlearning--pacman--tiny--silent-train.mp4 Video of Demo Q-Learning Pacman – Tricky – Watch All Video: http://cs.rpi.edu/academics/courses/spring25/csci4150/website/lectures/videos/12/Qlearning--pacman--tricky--watch-all.mp4 Feature-Based Representations ▪ Solution: describe a state using a vector of

features (properties) ▪ Features are functions from states to real numbers

(often 0/1) that capture important properties of the

state ▪ Example features: ▪ Distance to closest ghost ▪ Distance to closest dot ▪ Number of ghosts ▪ 1 / (dist to dot)2 ▪ Is Pacman in a tunnel? (0/1) ▪ …… etc. ▪ Is it the exact state on this slide? ▪ Can also describe a q-state (s, a) with features (e.g.

action moves closer to food) Linear Value Functions ▪ Using a feature representation, we can write a q function (or value function) for any

state using a few weights: ▪ Advantage: our experience is summed up in a few powerful numbers ▪ Disadvantage: states may share features but actually be very different in value! Approximate Q-Learning ▪ Q-learning with linear Q-functions: ▪ Intuitive interpretation: ▪ Adjust weights of active features ▪ If something unexpectedly bad happens, blame the features that were on that

state, and dis-prefer all states with that state’s features ▪ Formal justification: online least squares Exact Q’s Approximate Q’s Current Sample Approximation Features

that describe

the state- action pair Example: Q-Pacman Video of Demo Approximate Q-Learning -- Pacman Video: http://cs.rpi.edu/academics/courses/spring25/csci4150/website/lectures/videos/12/Approximate-Qlearning--pacman.mp4 Q-Learning and Least Squares 0 20 0 20 40 0 10 20 30 40 0 10 20 30 20 22 24 26 Linear Approximation: Regression* Prediction: Prediction: Optimization: Least Squares* 0 20 0 Error or “residual” Prediction Observation Minimizing Error* Approximate q update explained: Imagine we had only one point x, with features f(x), target value y, and weights w: “target” “prediction” We step in

the opposite

direction to

minimize the

error. 0 2 4 6 8 10 12 14 16 18 20 -15 -10 -5 0 5 10 15 20 25 30 Degree 15 polynomial Overfitting: Why Limiting Capacity Can Help* Policy Search Policy Search ▪ Problem: often the feature-based policies that work well (win games, maximize

utilities) aren’t the ones that approximate V / Q best ▪ Q-learning’s priority: get Q-values close (modeling) ▪ Action selection priority: get ordering of Q-values right (prediction) ▪ We’ll see this distinction between modeling and prediction again later in the course ▪ Solution: learn policies that maximize rewards, not the values that predict them ▪ Policy search: start with an ok solution (e.g. , Q-learning) , then fine-tune by hill

climbing on feature weights Policy Search ▪ Simplest policy search: ▪ Start with an initial linear value function or Q-function ▪ Nudge each feature weight up and down and see if your policy is better than before ▪ Problems: ▪ How do we tell the policy got better? ▪ Need to run many sample episodes! ▪ If there are a lot of features, this can be impractical ▪ Better methods exploit lookahead structure, sample wisely, change

multiple parameters… Example: Reinforcement Learning with Spot

Video: https://www.youtube.com/watch?v=Kf9WDqYKYQQ Conclusion ▪ We’re done with Part I: Search and Planning! ▪ We’ve seen how AI methods can solve

problems in: ▪ Search ▪ Constraint Satisfaction Problems ▪ Games ▪ Markov Decision Problems ▪ Reinforcement Learning ▪ Next up: Exam 1 ▪ And then Part II: Uncertainty and Learning! 51作业君版权所有

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