读书笔记:Algorithms for Decision Making(8)

读书笔记:Algorithms for Decision Making

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三、模型不确定性(1)

解决存在模型不确定性的此类问题是强化学习领域的主题,这是这部分的重点。解决模型不确定性的几个挑战:首先,智能体必须仔细平衡环境探索和利用通过经验获得的知识。第二,在做出重要决策后很长时间内,可能会收到奖励,因此必须将以后奖励的学分分配给以前的决策。第三,智能体必须从有限的经验中进行概括。


1. Exploration and Exploitation

exploration of the environment with exploitation of knowledge

1.1 Bandit Problems

最简单的建模单臂老虎机问题( one-armed bandits ),实际中的问题一般建模为多臂老虎机问题(multiarmed bandit problems)。

如果考虑一个简化的多臂老虎机问题,即每一个臂在做决策时给出一个二元结果。这样的问题可以看作一个 h h h步,一状态, n n n 行动且具有随机回报的MDP(马尔可夫决策问题)。
在这里插入图片描述

struct BanditProblem
	θ # vector of payoff probabilities
	R # reward sampler
end

function BanditProblem(θ)
	R(a) = rand() < θ[a] ? 1 : 0
	return BanditProblem(θ, R)
end

function simulate(𝒫::BanditProblem, model, π, h)
	for i in 1:h
		a = π(model)
		r = 𝒫.R(a)
		update!(model, a, r)
	end
end

1.2 贝叶斯模型估计

在贝叶斯推断中,Beta分布是Bernoulli、二项分布、负二项分布和几何分布的共轭先验分布。在此处,将其视为臂成功概率的先验分布,进而进行模型估计。

struct BanditModel
	B # vector of beta distributions
end

function update!(model::BanditModel, a, r)
	α, β = StatsBase.params(model.B[a])
	model.B[a] = Beta(α + r, β + (1-r))
	return model
end

1.3 Exploration 策略

  • 不定向Exploration 策略:该策略中,不使用之前的输出信息指导非贪婪行动对环境的exploration。
    • ϵ \epsilon ϵ-greedy exploration:以 ϵ \epsilon ϵ概率选择一条随机臂,或者选择一条先验概率最大的贪婪臂。
    mutable struct EpsilonGreedyExploration
    	ϵ # probability of random arm
    end
    
    function (π::EpsilonGreedyExploration)(model::BanditModel)
    	if rand() < π.ϵ
    		return rand(eachindex(model.B))
    	else
    		return argmax(mean.(model.B))
    	end
    end
    
    • explore-then-commit exploration:对前 k k k个时间步均匀随机选择动作,然后选择贪婪行动。
    mutable struct ExploreThenCommitExploration
    	k # pulls remaining until commitment
    end
    
    function (π::ExploreThenCommitExploration)(model::BanditModel)
    	if π.k > 0
    		π.k -= 1
    		return rand(eachindex(model.B))
    	end
    	return argmax(mean.(model.B))
    end
    
  • 定向Exploration 策略
    • softmax 策略
    mutable struct SoftmaxExploration
    	λ # precision parameter
    	α # precision factor
    end
    
    function (π::SoftmaxExploration)(model::BanditModel)
    	weights = exp.(π.λ * mean.(model.B))
    	π.λ *= π.α
    	return rand(Categorical(normalize(weights, 1)))
    end
    
    • optimism under uncertainty
    mutable struct QuantileExploration
    	α # quantile (e.g., 0.95)
    end
    
    function (π::QuantileExploration)(model::BanditModel)
    	return argmax([quantile(B, π.α) for B in model.B])
    end
    
    • UCB1 exploration
    mutable struct UCB1Exploration
    	c # exploration constant
    end
    
    function bonus(π::UCB1Exploration, B, a)
    	N = sum(b.α + b.β for b in B)
    	Na = B[a].α + B[a]return π.c * sqrt(log(N)/Na)
    end
    
    function (π::UCB1Exploration)(model::BanditModel)
    	B = model.B
    	ρ = mean.(B)
    	u = ρ .+ [bonus(π, B, a) for a in eachindex(B)]
    	return argmax(u)
    end
    
    • posterior sampling/randomized probability matching/Thompson sampling
    struct PosteriorSamplingExploration 
    end
    
    (π::PosteriorSamplingExploration)(model::BanditModel) = argmax(rand.(model.B))
    
  • 最优Exploration 策略:与臂a相关的beta分布的参数表示为 ( w 1 , ℓ 1 ) (w_{1}, \ell_{1}) (w1,1),最优效用函数与最优策略可根据期望回报表示为 U ∗ ( w 1 , ℓ 1 , ⋯   , w n , ℓ n ) = max ⁡ a Q ∗ ( w 1 , ℓ 1 , ⋯   , w n , ℓ n , a ) , π ∗ ( w 1 , ℓ 1 , ⋯   , w n , ℓ n ) = arg max ⁡ a Q ∗ ( w 1 , ℓ 1 , ⋯   , w n , ℓ n , a ) . \begin{align*}\mathcal{U}^{\ast} (w_{1}, \ell_{1}, \cdots, w_{n}, \ell_{n}) & = \max_{a} Q^{\ast} (w_{1}, \ell_{1}, \cdots, w_{n}, \ell_{n}, a), \\ \pi^{\ast} (w_{1}, \ell_{1}, \cdots, w_{n}, \ell_{n}) & = \argmax_{a} Q^{\ast} (w_{1}, \ell_{1}, \cdots, w_{n}, \ell_{n}, a).\end{align*} U(w1,1,,wn,n)π(w1,1,,wn,n)=amaxQ(w1,1,,wn,n,a),=aargmaxQ(w1,1,,wn,n,a).

2. 基于模型的方法

本部分讨论了最大似然和贝叶斯法,通过与环境的交互来学习潜在的动态和回报。

2.1 最大似然法

最大似然法计算状态转换,记录收到的奖励金额以估计模型参数。该方法可用于生成价值函数估计,该估计与exploration策略一起生成行动。

记录转换计数 N ( s , a , s ′ ) N(s, a, s^{\prime}) N(s,a,s),表示在采取行动 a a a时观察到从 s s s s ′ s^{\prime} s转换的次数。给定这些转换计数,转换函数的最大似然估计为 T ( s ′ ∣ s , a ) ≈ N ( s , a , s ′ ) N ( s , a ) , T(s^{\prime} \mid s, a) \approx \frac{N(s, a, s^{\prime})}{N(s, a)}, T(ss,a)N(s,a)N(s,a,s),此处 N ( s , a ) = ∑ s ′ N ( s , a , s ′ ) N(s, a) = \sum_{s^{\prime}} N(s, a, s^{\prime}) N(s,a)=sN(s,a,s)

奖励函数也可以估计。当收到奖励时,更新 ρ ( s , a ) \rho(s, a) ρ(s,a),即在状态 s s s中采取行动 a a a时获得的所有奖励的总和。奖励函数的最大似然估计值为平均奖励 R ( s , a ) ≈ ρ ( s , a ) N ( s , a ) . R(s, a) \approx \frac{\rho(s, a)}{N(s, a)}. R(s,a)N(s,a)ρ(s,a).

mutable struct MaximumLikelihoodMDP
	𝒮 # state space (assumes 1:nstates)
	𝒜 # action space (assumes 1:nactions)
	N # transition count N(s,a,s′)
	ρ # reward sum ρ(s, a)
	γ # discount
	U # value function
	planner
end

function lookahead(model::MaximumLikelihoodMDP, s, a)
	𝒮, U, γ = model.𝒮, model.U, model.γ
	n = sum(model.N[s,a,:])
	if n == 0
		return 0.0
	end
	r = model.ρ[s, a] / n
	T(s,a,s′) = model.N[s,a,s′] / n
	return r + γ * sum(T(s,a,s′)*U[s′] for s′ in 𝒮)
end

function backup(model::MaximumLikelihoodMDP, U, s)
	return maximum(lookahead(model, s, a) for a in model.𝒜)
end

function update!(model::MaximumLikelihoodMDP, s, a, r, s′)
	model.N[s,a,s′] += 1
	model.ρ[s,a] += r
	update!(model.planner, model, s, a, r, s′)
	return model
end

2.1.1 更新策略

struct FullUpdate end

function update!(planner::FullUpdate, model, s, a, r, s′)
	𝒫 = MDP(model)
	U = solve(𝒫).U
	copy!(model.U, U)
	return planner
end
struct RandomizedUpdate
	m # number of updates
end

function update!(planner::RandomizedUpdate, model, s, a, r, s′)
	U = model.U
	U[s] = backup(model, U, s)
	for i in 1:planner.m
		s = rand(model.𝒮)
	U[s] = backup(model, U, s)
	end
	return planner
end
struct PrioritizedUpdate
	m # number of updates
	pq # priority queue
end

function update!(planner::PrioritizedUpdate, model, s)
	N, U, pq = model.N, model.U, planner.pq
	𝒮, 𝒜 = model.𝒮, model.𝒜
	u = U[s]
	U[s] = backup(model, U, s)
	for s⁻ in 𝒮
		for a⁻ in 𝒜
			n_sa = sum(N[s⁻,a⁻,s′] for s′ in 𝒮)
			if n_sa > 0
				T = N[s⁻,a⁻,s] / n_sa
				priority = T * abs(U[s] - u)
				if priority > 0
					pq[s⁻] = max(get(pq, s⁻, 0.0), priority)
				end
			end
		end
	end
	return planner
end

function update!(planner::PrioritizedUpdate, model, s, a, r, s′)
	planner.pq[s] = Inf
	for i in 1:planner.m
		if isempty(planner.pq)
			break
		end
		update!(planner, model, dequeue!(planner.pq))
	end
	return planner
end

2.1.2 Exploration

例如上部分提到的方法,如下:

function (π::EpsilonGreedyExploration)(model, s)
	𝒜, ϵ = model.𝒜, π.ϵ
	if rand() < ϵ
		return rand(𝒜)
	end
	Q(s,a) = lookahead(model, s, a)
	return argmax(a->Q(s,a), 𝒜)
end

为了避免陷入局部探索,还可使用:

mutable struct RmaxMDP
	𝒮 # state space (assumes 1:nstates)
	𝒜 # action space (assumes 1:nactions)
	N # transition count N(s,a,s′)
	ρ # reward sum ρ(s, a)
	γ # discount
	U # value function
	planner
	m # count threshold
	rmax # maximum reward
end

function lookahead(model::RmaxMDP, s, a)
	𝒮, U, γ = model.𝒮, model.U, model.γ
	n = sum(model.N[s,a,:])
	if n < model.m
		return model.rmax / (1)
	end
	r = model.ρ[s, a] / n
	T(s,a,s′) = model.N[s,a,s′] / n
	return r + γ * sum(T(s,a,s′)*U[s′] for s′ in 𝒮)
end

function backup(model::RmaxMDP, U, s)
	return maximum(lookahead(model, s, a) for a in model.𝒜)
end

function update!(model::RmaxMDP, s, a, r, s′)
	model.N[s,a,s′] += 1
	model.ρ[s,a] += r
	update!(model.planner, model, s, a, r, s′)
	return model
end

function MDP(model::RmaxMDP)
	N, ρ, 𝒮, 𝒜, γ = model.N, model.ρ, model.𝒮, model.𝒜, model.γ
	T, R, m, rmax = similar(N), similar(ρ), model.m, model.rmax
	for s in 𝒮
		for a in 𝒜
			n = sum(N[s,a,:])
			if n < m
				T[s,a,:] .= 0.0
				T[s,a,s] = 1.0
				R[s,a] = rmax
			else
				T[s,a,:] = N[s,a,:] / n
				R[s,a] = ρ[s,a] / n
			end
		end
	end
	return MDP(T, R, γ)
end

2.2 贝叶斯法

贝叶斯法计算模型参数的后验分布,通过后验采样获得合理的近似值。
在这里插入图片描述

mutable struct BayesianMDP
	𝒮 # state space (assumes 1:nstates)
	𝒜 # action space (assumes 1:nactions)
	D # Dirichlet distributions D[s,a]
	R # reward function as matrix (not estimated)
	γ # discount
	U # value function
	planner
end

function lookahead(model::BayesianMDP, s, a)
	𝒮, U, γ = model.𝒮, model.U, model.γ
	n = sum(model.D[s,a].alpha)
	if n == 0
		return 0.0
	end
	r = model.R(s,a)
	T(s,a,s′) = model.D[s,a].alpha[s′] / n
	return r + γ * sum(T(s,a,s′)*U[s′] for s′ in 𝒮)
end

function update!(model::BayesianMDP, s, a, r, s′)
	α = model.D[s,a].alpha
	α[s′] += 1
	model.D[s,a] = Dirichlet(α)
	update!(model.planner, model, s, a, r, s′)
	return model
end

2.2.1 贝叶斯自适应马尔可夫决策过程

将具有未知模型的MDP中的最优行为问题表述为具有已知模型的高维MDP,该MDP被称为贝叶斯自适应马尔可夫决策过程。

状态空间表示为 S × B \mathcal{S} \times \mathcal{B} S×B,其中 B \mathcal{B} B是模型参数 θ \theta θ的可能置信空间。在每次迭代过程中的 s → ( s , b ) s \to (s, b) s(s,b)

2.2.2 后验采样

struct PosteriorSamplingUpdate end

function Base.rand(model::BayesianMDP)
	𝒮, 𝒜 = model.𝒮, model.𝒜
	T = zeros(length(𝒮), length(𝒜), length(𝒮))
	for s in 𝒮
		for a in 𝒜
			T[s,a,:] = rand(model.D[s,a])
		end
	end
	return MDP(T, model.R, model.γ)
end

function update!(planner::PosteriorSamplingUpdate, model, s, a, r, s′)
	𝒫 = rand(model)
	U = solve(𝒫).U
	copy!(model.U, U)
end

后验采样通过求解从置信状态采样的MDP,而不是推理所有可能的MDP来降低求解Bayes自适应MDP的高计算复杂性。


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