Class 3: Multi-Arm Bandit Sutton and Barto, Chapter 2 Sutton slides - - PowerPoint PPT Presentation

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Class 3: Multi-Arm Bandit Sutton and Barto, Chapter 2 Sutton slides - - PowerPoint PPT Presentation

Class 3: Multi-Arm Bandit Sutton and Barto, Chapter 2 Sutton slides and Silver 295, class 2 1 Multi-Arm Bandits Sutton and Barto, Chapter2 The simplest reinforcement learning problem The Exploration/Exploitation Dilemma Online


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Class 3: Multi-Arm Bandit Sutton and Barto, Chapter 2

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Sutton slides and Silver

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Multi-Arm Bandits

Sutton and Barto, Chapter2

The simplest reinforcement learning problem

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The Exploration/Exploitation Dilemma

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Online decision-making involves a fundamental choice:

  • Exploitation Make the best decision given current information
  • Exploration Gather more information

The best long-term strategy may involve short-term sacrifices Gather enough information to make the best overall decisions

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Examples

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Restaurant Selection Exploitation Go to your favourite restaurant Exploration Try a new restaurant Online Banner Advertisements Exploitation Show the most successful advert Exploration Show a different advert Oil Drilling Exploitation Drill at the best known location Exploration Drill at a new location Game Playing Exploitation Play the move you believe is best Exploration Play an experimental move

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You are the algorithm! (bandit1)

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The k-armed Bandit Problem

  • On each of a sequence of time steps,t=1,2,3,…,

you choose an action At from k possibilities, and receive a real- valued reward Rt

  • These true values are unknown. The distribution is unknown
  • Nevertheless, you must maximize your total reward
  • Y
  • u must both try actions to learn their values (explore), and

prefer those that appear best (exploit)

true values

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The Exploration/Exploitation Dilemma

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Regret

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The action-value is the mean reward for action a,

  • q*(a) = E [r|a]

The optimal value V ∗

is

  • V ∗

= Q(a∗) = max q*(a)

a∈A The regret is the opportunity loss for one step

  • lt = E [V ∗

− Q(at )]

The total regret is the total opportunity loss

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Multi-Armed Bandits Regret

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Multi-Armed Bandits Regret

11 12 13 1415 16 17 1819

Totalregret ϵ-greedy greedy

1 2 3 4 5 6 7 8 9 10

Time-steps decaying ϵ-greedy

If an algorithm forever explores it will have linear total regret If an algorithm never explores it will have linear total regret Is it possible to achieve sublinear total regret?

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Complexity of regret

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Overview

  • Action-value methods

– Epsilon-greedy strategy – Incremental implementation – Stationary vs. non-stationary environment – Optimistic initial values

  • UCB action selection
  • Gradient bandit algorithms
  • Associative search (contextual bandits)

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Basics

  • Maximize total reward collected

– vs learn (optimal) policy (RL)

  • Episode is one step
  • Complex function of

– True value – Uncertainty – Number of time steps – Stationary vs non-stationary?

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Action-Value Methods

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-Greedy ActionSelection

  • In greedy action selection, you always exploit
  • In 𝜁-greedy, you are usually greedy, but with probability 𝜁 you

instead pick an action at random (possibly the greedy action again)

  • This is perhaps the simplest way to balance exploration and

exploitation

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A simple bandit algorithm

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1 2 3 4 7 8 9 10 1 2 3

  • 3
  • 2
  • 1

q⇤(1) q

⇤(2)

q

⇤(3)

q

⇤(4)

q

⇤(5)

q

⇤(6)

q

⇤(7)

q

⇤(8)

q

⇤(9)

q

⇤(10)

Reward distribution

5 6

Action

  • 4

4

One Bandit T askfrom

The 10-armedTestbed

Run for 1000 steps Repeat the whole thing 2000 times with different bandit tasks

Figure 2.1: An example bandit problem from the 10-armed testbed. The true value q(a) of each of the ten actions was selected according to a normal distribution with mean zero and unit variance, and then the actual rewards were selected according to a mean q(a) unit variance normal distribution, as suggested by these gray distributions.

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-Greedy Methods on the 10-ArmedTestbed

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Averaging ⟶ learning rule

  • T
  • simplify notation, let us focus on one action
  • We consider only its rewards, and its estimate after n+1 rewards:
  • How can we do this incrementally (without storing all the rewards)?
  • Could store a running sum and count (and divide), or equivalently:

. Qn = R1 + R2 + · · ·+ Rn-1 n - 1

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Derivation of incremental update

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Tracking a Non-stationary Problem

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Standard stochastic approximation convergence conditions

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Optimistic InitialValues

So far we have used

  • All methods so far depend on Q1(a), i.e.,they are biased.

Q1(a) = 0

  • Suppose we initialize the action values optimistically (Q1(a) = 5 ), e.g., on

the 10-armed testbed (with alpha= 0.1 )

20% 0% 40% 60% 80% 100%

% Optimal action

200 400 600 800 1000

Plays

realistic, -greedy

Steps

Q1= 0, E = 0.1

  • ptimistic, greedy

Q1 = 5, E= 0

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Upper Confidence Bound (UCB) action selection

  • A clever way of reducing exploration over time
  • Focus on actions whose estimate has large degree of uncertainty
  • Estimate an upper bound on the true action values
  • Select the action with the largest (estimated) upper bound

UCB c =2

E-greedy E = 0.1

Average reward Steps

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Theorem

t →∞

lim Lt ≤ 8 logt The UCB algorithm achieves logarithmic asymptotic total regret

a

a|∆ >0

∆ a

Complexity of UCB Algorithm

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Gradient-Bandit Algorithms

  • Let Ht(a) be a learned preference for taking action a

% Optimal action α =0.1

100% 80% 60% 40% 20% 0%

α =0.4 α =0.1 α =0.4

without baseline with baseline

250 500

Steps

750 1000

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Derivation of gradient-bandit algorithm

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Summary Comparison of BanditAlgorithms

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Conclusions

  • These are all simple methods
  • but they are complicated enough—we will build on them
  • we should understand them completely
  • there are still open questions
  • Our first algorithms that learn from evaluative feedback
  • and thus must balance exploration and exploitation
  • Our first algorithms that appear to have a goal

—that learn to maximize reward by trial and error