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Lecture7 MDP

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Lecture7 MDP

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alexsegal666
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CS 188: Artificial Intelligence

Markov Decision Processes

Instructors: Sergey Levine and Stuart Russell


University of California, Berkeley
[slides adapted from Dan Klein and Pieter Abbeel http://ai.berkeley.edu.]
Non-Deterministic Search

max

chance

10 10
4 5
9 100
7
Example: Grid World
 A maze-like problem
 The agent lives in a grid
 Walls block the agent’s path

 Noisy movement: actions do not always go as planned


 80% of the time, the action North takes the agent North
(if there is no wall there)
 10% of the time, North takes the agent West; 10% East
 If there is a wall in the direction the agent would have
been taken, the agent stays put

 The agent receives rewards each time step


 Small “living” reward each step (can be negative)
 Big rewards come at the end (good or bad)

 Goal: maximize sum of rewards


Grid World Actions
Deterministic Grid World Stochastic Grid World
Markov Decision Processes
 An MDP is defined by:
 A set of states s  S
 A set of actions a  A
 A transition function T(s, a, s’)
 Probability that a from s leads to s’, i.e., P(s’| s, a)
 Also called the model or the dynamics
 A reward function R(s, a, s’)
 Sometimes just R(s) or R(s’)
 A start state
 Maybe a terminal state

 MDPs are non-deterministic search problems


 One way to solve them is with expectimax search
 We’ll have a new tool soon

[Demo – gridworld manual intro (L8D1)]


Video of Demo Gridworld Manual Intro
What is Markov about MDPs?
 “Markov” generally means that given the present state, the
future and the past are independent

 For Markov decision processes, “Markov” means action


outcomes depend only on the current state

Andrey Markov
(1856-1922)

 This is just like search, where the successor function could only
depend on the current state (not the history)
Policies
 In deterministic single-agent search problems,
we wanted an optimal plan, or sequence of
actions, from start to a goal

 For MDPs, we want an optimal policy *: S → A


 A policy  gives an action for each state
 An optimal policy is one that maximizes
expected utility if followed
 An explicit policy defines a reflex agent

 Expectimax didn’t compute entire policies


 It computed the action for a single state only
Optimal Policies

R(s) = -0.01 R(s) = -0.03

R(s) = -0.4 R(s) = -2.0


Example: Racing
Example: Racing
 A robot car wants to travel far, quickly
 Three states: Cool, Warm, Overheated
 Two actions: Slow, Fast
0.5 +1
 Going faster gets double reward
1.0
Fast
Slow -10
+1
0.5

Warm
Slow
Fast 0.5 +2

Cool 0.5
+1 Overheated
1.0
+2
Racing Search Tree
MDP Search Trees
 Each MDP state projects an expectimax-like search tree

s s is a state

(s, a) is a
s, a
q-state
(s,a,s’) called a transition
s,a,s’ T(s,a,s’) = P(s’|s,a)
R(s,a,s’)
s’
Utilities of Sequences
Utilities of Sequences
 What preferences should an agent have over reward sequences?

 More or less? [1, 2, 2] or [2, 3, 4]

 Now or later? [0, 0, 1] or [1, 0, 0]


Discounting
 It’s reasonable to maximize the sum of rewards
 It’s also reasonable to prefer rewards now to rewards later
 One solution: values of rewards decay exponentially

Worth Now Worth Next Step Worth In Two Steps


Discounting

 How to discount?
 Each time we descend a level, we
multiply in the discount once

 Why discount?
 Sooner rewards probably do have
higher utility than later rewards
 Also helps our algorithms converge

 Example: discount of 0.5


 U([1,2,3]) = 1*1 + 0.5*2 + 0.25*3
 U([1,2,3]) < U([3,2,1])
Stationary Preferences
 Theorem: if we assume stationary preferences:

 Then: there are only two ways to define utilities


 Additive utility:
 Discounted utility:
Quiz: Discounting
 Given:

 Actions: East, West, and Exit (only available in exit states a, e)


 Transitions: deterministic

 Quiz 1: For  = 1, what is the optimal policy?

 Quiz 2: For  = 0.1, what is the optimal policy?

 Quiz 3: For which  are West and East equally good when in state d?
Infinite Utilities?!
 Problem: What if the game lasts forever? Do we get infinite rewards?
 Solutions:
 Finite horizon: (similar to depth-limited search)
 Terminate episodes after a fixed T steps (e.g. life)
 Gives nonstationary policies ( depends on time left)

 Discounting: use 0 <  < 1

 Smaller  means smaller “horizon” – shorter term focus

 Absorbing state: guarantee that for every policy, a terminal state will eventually
be reached (like “overheated” for racing)
Recap: Defining MDPs
 Markov decision processes: s
 Set of states S
 Start state s0 a
 Set of actions A s, a
 Transitions P(s’|s,a) (or T(s,a,s’))
 Rewards R(s,a,s’) (and discount ) s,a,s’
s’

 MDP quantities so far:


 Policy = Choice of action for each state
 Utility = sum of (discounted) rewards
Solving MDPs
Optimal Quantities

 The value (utility) of a state s:


V*(s) = expected utility starting in s and s s is a
acting optimally state
a
(s, a) is a
 The value (utility) of a q-state (s,a): s, a q-state
Q*(s,a) = expected utility starting out
s,a,s’ (s,a,s’) is a
having taken action a from state s and
transition
(thereafter) acting optimally s’

 The optimal policy:


*(s) = optimal action from state s

[Demo – gridworld values (L8D4)]


Snapshot of Demo – Gridworld V Values

Noise = 0.2
Discount = 0.9
Living reward = 0
Snapshot of Demo – Gridworld Q Values

Noise = 0.2
Discount = 0.9
Living reward = 0
Values of States
 Fundamental operation: compute the (expectimax) value of a state
 Expected utility under optimal action
s
 Average sum of (discounted) rewards
 This is just what expectimax computed! a
s, a
 Recursive definition of value:
s,a,s’
s’
Racing Search Tree
Racing Search Tree
Racing Search Tree
 We’re doing way too much
work with expectimax!

 Problem: States are repeated


 Idea: Only compute needed
quantities once

 Problem: Tree goes on forever


 Idea: Do a depth-limited
computation, but with increasing
depths until change is small
 Note: deep parts of the tree
eventually don’t matter if γ < 1
Time-Limited Values
 Key idea: time-limited values

 Define Vk(s) to be the optimal value of s if the game ends


in k more time steps
 Equivalently, it’s what a depth-k expectimax would give from s

[Demo – time-limited values (L8D6)]


k=0

Noise = 0.2
Discount = 0.9
Living reward = 0
k=1

Noise = 0.2
Discount = 0.9
Living reward = 0
k=2

Noise = 0.2
Discount = 0.9
Living reward = 0
k=3

Noise = 0.2
Discount = 0.9
Living reward = 0
k=4

Noise = 0.2
Discount = 0.9
Living reward = 0
k=5

Noise = 0.2
Discount = 0.9
Living reward = 0
k=6

Noise = 0.2
Discount = 0.9
Living reward = 0
k=7

Noise = 0.2
Discount = 0.9
Living reward = 0
k=8

Noise = 0.2
Discount = 0.9
Living reward = 0
k=9

Noise = 0.2
Discount = 0.9
Living reward = 0
k=10

Noise = 0.2
Discount = 0.9
Living reward = 0
k=11

Noise = 0.2
Discount = 0.9
Living reward = 0
k=12

Noise = 0.2
Discount = 0.9
Living reward = 0
k=100

Noise = 0.2
Discount = 0.9
Living reward = 0

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