Class 3: Multi-Arm Bandit Sutton and Barto, Chapter 2
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Sutton slides and Silver
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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Sutton slides and Silver
Sutton and Barto, Chapter2
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Online decision-making involves a fundamental choice:
The best long-term strategy may involve short-term sacrifices Gather enough information to make the best overall decisions
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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
you choose an action At from k possibilities, and receive a real- valued reward Rt
prefer those that appear best (exploit)
true values
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The action-value is the mean reward for action a,
The optimal value V ∗
is
= Q(a∗) = max q*(a)
a∈A The regret is the opportunity loss for one step
− Q(at )]
The total regret is the total opportunity loss
Multi-Armed Bandits Regret
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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instead pick an action at random (possibly the greedy action again)
exploitation
A simple bandit algorithm
1 2 3 4 7 8 9 10 1 2 3
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
One Bandit T askfrom
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.
. Qn = R1 + R2 + · · ·+ Rn-1 n - 1
So far we have used
Q1(a) = 0
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
Q1 = 5, E= 0
UCB c =2
E-greedy E = 0.1
Average reward Steps
Theorem
t →∞
lim Lt ≤ 8 logt The UCB algorithm achieves logarithmic asymptotic total regret
a
a|∆ >0
∆ 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
—that learn to maximize reward by trial and error