程序代写代做代考 algorithm go flex game html CIS 471/571(Fall 2020): Introduction to Artificial Intelligence

CIS 471/571(Fall 2020): Introduction to Artificial Intelligence
Lecture 8: MDPs (Part 1)
Thanh H. Nguyen
Source: http://ai.berkeley.edu/home.html

Reminder
§Project 2: Multi-agent Search § Deadline: Oct 27th, 2020
§Homework 2: CSPs and Games § Deadline: Oct 24th, 2020
Thanh H. Nguyen
10/22/20
2

Non-Deterministic Search

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 Î S
§ A set of actions a Î 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

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
§ This is just like search, where the successor function could only depend on the current state (not the history)
Andrey Markov (1856-1922)

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 p*: S→A
§ A policy p 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 policy when R(s, a, s’) = – 0.03 for all non-terminals s

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
§ Going faster gets double reward
0.5
Slow
0.5
Fast
0.5
+1
+1
-10
Fast
1.0
Slow
1.0
Warm
+1 Cool
Overheated
+2
0.5 +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
q-state
a
s, a
s,a,s’
(s,a,s’) called a transition 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 g = 1, what is the optimal policy? §Quiz 2: For g = 0.1, what is the optimal policy? §Quiz 3: For which g 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 (p depends on time left) §Discounting: use 0 < g < 1 § Smaller g 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: §Set of states S §Start state s0 §Set of actions A §Transitions P(s’|s,a) (or T(s,a,s’)) §Rewards R(s,a,s’) (and discount g) §MDP quantities so far: §Policy = Choice of action for each state §Utility = sum of (discounted) rewards s a s, a s,a,s’ s’ Solving MDPs Optimal Quantities § The value (utility) of a state s: V*(s) = expected utility starting in s s a s, a s is a state (s, a) is a q-state (s,a,s’) is a transition and acting optimally § The value (utility) of a q-state (s,a): Q*(s,a) = expected utility starting s,a,s’ s’ out having taken action a from state s and (thereafter) acting optimally § The optimal policy: p*(s) = optimal action from state s 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 §Average sum of (discounted) rewards §This is just what expectimax computed! §Recursive definition of value: s a s, a 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 §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 quantities once 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 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 Computing Time-Limited Values Value Iteration Value Iteration § Start with V0(s) = 0: no time steps left means an expected reward sum of zero § Given vector of Vk(s) values, do one ply of expectimax from each state: a § Repeat until convergence § Complexity of each iteration: O(S2A) § Theorem: will converge to unique optimal values § Basic idea: approximations get refined towards optimal values § Policy may converge long before values do Vk+1(s) s, a s,a,s’ Vk(s’) Example: Value Iteration 3.5 2.5 0 210 000 Assume no discount! Convergence* § How do we know the Vk vectors are going to converge? § Case 1: If the tree has maximum depth M, then VM holds the actual untruncated values § Case 2: If the discount is less than 1 § Sketch: For any state Vk and Vk+1 can be viewed as depth k+1 expectimax results in nearly identical search trees § The difference is that on the bottom layer, Vk+1 has actual rewards while Vk has zeros § That last layer is at best all RMAX § It is at worst RMIN § But everything is discounted by γk that far out § So Vk and Vk+1 are at most γk max|R| different § So as k increases, the values converge