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6 Policy Gradient Methods

The document outlines a webinar on policy gradient methods in reinforcement learning, emphasizing participation and discussion based on the book 'Reinforcement Learning' by Sutton and Barto. It covers key concepts such as Markov decision processes, Bellman equations, and various policy gradient methods including the REINFORCE algorithm and actor-critic methods. The session aims to provide a foundational understanding of reinforcement learning and its applications, with a follow-up session scheduled for August 14.

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Soumya Sawant
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0% found this document useful (0 votes)
5 views32 pages

6 Policy Gradient Methods

The document outlines a webinar on policy gradient methods in reinforcement learning, emphasizing participation and discussion based on the book 'Reinforcement Learning' by Sutton and Barto. It covers key concepts such as Markov decision processes, Bellman equations, and various policy gradient methods including the REINFORCE algorithm and actor-critic methods. The session aims to provide a foundational understanding of reinforcement learning and its applications, with a follow-up session scheduled for August 14.

Uploaded by

Soumya Sawant
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

POLICY GRADIENT

METHODS IN
REINFORCEMENT LEARNING
SAN DIEGO MACHINE LEARNING
JULY 31, 2021

1
HOW TO PARTICIPATE
• One discussion leader, and everyone welcome to participate
• Majority of material comes from Reinforcement Learning
by Sutton and Barto
• Options to approach the content:
• Treat this as a standalone webinar
• Read the book first, and come with questions and discussion items
• Use this meetup as a primer and read the chapters afterward
• Ask questions
• Give feedback. Too fast or too slow? Want to see more of something
or less of something else?
• Have fun!
2
AGENDA
• Recap what reinforcement learning (RL) is
• Elements and formulation as Markov decision processes (MDP)
• Terminology and notation used in RL
• The Bellman equations
• Generalized policy iteration
• Policy gradient methods
• Policy gradient
• REINFORCE algorithm
• Actor-critic methods
• List some policy gradient methods

3
REINFORCEMENT LEARNING
• Reinforcement learning (RL) is about an agent learning from
interacting with its uncertain environment
• The agent interacts by choosing from a set of allowed actions
• It gets feedback from a numeric reward signal
• Goal is to maximize the return, which is the total rewards received
• Reinforcement learning is about exploring the environment and
recording useful information for the future
• RL is sequential decision making; time is intrinsic

4
MARKOV DECISION PROCESSES
• Elements of the fully observable Markov Decision Process (MDP):
• State - at each time step t, the environment is in some state St
• Action - at each time step t, the agent chooses an action At
• Reward - after taking the action, the agent is given a reward signal Rt+1
and subsequently finds itself in a new state St+1

• In a Markov Decision Process, the transition at any given time t


5
only depends on the state St and action chosen At
MDPS AS A GRAPH
• Sometimes it is easier to visualize a MDP as a directed graph
• The states are nodes (big white circles)
• The actions are edges leading from nodes (here with small black circles)
• The rewards are values along
directed edges that take you
to a new state
• Here is the recycling robot
from the book:

6
REINFORCEMENT LEARNING NOTATION
Letter Used for
s State
a Action
r Reward
γ Discount rate
G Return – sum of all future rewards
p Transition probability
v Value function for states
q Value function for state-action pairs
π Policy (πολιτική)
* Optimal choices, e.g. π*
7
BELLMAN EQUATION
• The value function for state s under policy π is a sum of the
rewards received and the value functions for each future state s’
times the probability of winding up there
• Formally:
𝑣π 𝑠 = ෍ π(𝑎, 𝑠) ෍ 𝑝(𝑠 ′ , 𝑟|𝑠, 𝑎) 𝑟 + γ𝑣π 𝑠 ′
𝑎 𝑠 ′ ,𝑟

Probability you Probability you Reward plus


take action a get reward r discounted value
and end in state s' of new state s’
8
BELLMAN EQUATION VISUALIZED
This is a backup diagram
for vπ(s). To compute it:
• We need to sum over each
branch of π(), based on the
probability of each action a
• And sum over of each branch
of p(), based on probability
we wind up in state s’
• The quantity we sum is the 𝑣π 𝑠 = ෍ π(𝑎, 𝑠) ෍ 𝑝(𝑠 ′ , 𝑟|𝑠, 𝑎) 𝑟 + γ𝑣π 𝑠 ′
reward and the discounted 𝑎 𝑠 ′ ,𝑟

value of possible state s’ 9


BELLMAN OPTIMALITY EQUATIONS – V()
• The Bellman optimality equation says the
optimal value for a state must be the same as
the return from the best action
• We can rewrite it recursively

10
BELLMAN OPTIMALITY EQUATIONS – Q()
• The Bellman optimality equation for
state-action pairs is very similar.
• The optimal value for a state-action pair
must be the same as the return from the
reward and best next action
• It also can be written recursively

11
POLICY ITERATION
• The book shows a sequence like this:
𝐸 𝐼 𝐸 𝐼 𝐸 𝐼 𝐸
π0 ՜ 𝑣π0 ՜ π1 ՜ 𝑣π1 ՜ π1 ՜ … ՜ π∗ ՜ 𝑣∗
• The arrows with E’s are full
cycles of iterative policy
evaluation
• And the arrows with I’s are
policy improvement

12
GENERALIZED POLICY ITERATION
• The term generalized policy iteration (GPI)
refers to the general idea of letting policy
evaluation and policy improvement
processes interact
• Doesn’t matter how fully each evaluation or
improvement step runs, or if they exactly
alternate

13
REINFORCEMENT LEARNING CONTROL
• With this foundation, there’s a lot we can tackle
• Algorithms for learning
• Dealing with memory and compute limitations
• Getting models to converge quickly
• We also still have many challenges
• Reward design – effectively communicating the real goal
• Sparse rewards
• Credit assignment – which actions in trajectory contributed
• Exploration vs. exploitation

14
MONTE CARLO EXPLORING STARTS

15
TD(0)

16
POLICY GRADIENT METHODS

17
POLICY GRADIENTS
• Prior discussions were all about estimating value functions,
and then using those to derive good policies
• With policy gradients, you build a parameterized policy
• Start with some parameters θ (a vector)
• Build a complex function f() which outputs a vector of action probabilities
• So we are generating actions without needing models or value
functions as intermediaries
• The book uses the notation:
• π(𝑎|𝑠, θ)=Pr 𝐴𝑡 = 𝑎|𝑆𝑡 = 𝑠, θ𝑡 = θ
• I’m saying in simpler language:
• π(𝑎|𝑠, θ)=f(s,θ)
18
PARAMETERIZED POLICY
• A neural network example to construct this function f():
Softmax activation

probabilities
State info (s)

Action

(π)
Neural network weights (θ)
19
HOW POLICY GRADIENTS WORK
• After parameterizing our policy on θ…
• We create a scalar performance measure J(θ)
• This function J(θ) clearly must have something to do with the rewards
that we get, in order to be helpful
• For episodic MDPs starting in state s0, we define 𝐽(𝜃) =ሶ 𝑣𝜋𝜃 (𝑠0 )
• We’re familiar with a scalar loss function L(θ) for neural networks
• We wish to maximize performance, so we perform gradient ascent
• Again, this is analogous to gradient descent on our loss function
• We can iterate small tweaks to θ with learning rate α:
θ𝑡+1 = θ𝑡 + α ∙ ∇J(θ𝑡 )
20
ADVANTAGES OF POLICY-BASED RL
• Before getting into more details about how policy gradients work:
• Advantages
• Sometimes policy space is simpler than value space
• Better convergence properties
• Effective in high-dimensional and continuous action spaces
• Can learn stochastic (mixed) policies
• Disadvantages
• Alternatively, sometimes the value space is simpler than the policy space
• Typically converges to a local optimum, not the global optimum
• Evaluating a policy is typically (sample) inefficient and high variance
21
CALCULATING THE POLICY GRADIENT
• Conceptually, we will tweak our parameters based on the gradient of
the performance function, ∇J(θ𝑡 ), but how do we calculate this
gradient?
• In supervised learning, the loss function is usually relatively simple,
and we can easily calculate the partial derivative analytically
• Here, return is a long sum of products involving the environment’s
dynamics
• In the Andrew Ng ML course the gradient is calculated by finite
differences, where you perturb each dimension by a small ϵ
𝜕𝐽(𝜃) 𝐽 𝜃 + 𝜖𝑢𝑘 − 𝐽(𝜃)

𝜕𝜃𝑘 𝜖
where 𝑢𝑘 is the unit vector in the kth dimension of θ
22
POLICY GRADIENT THEOREM
• We might expect it to be difficult to tweak θ to steadily improve
J(θ), because changing θ not only changes the policy’s actions,
but also indirectly changes the distribution of states you visit
• We’re assuming we are doing model-free learning, and don’t
know the state distribution function of the environment
• The policy gradient theorem provides an analytic expression for
the gradient of performance that does not use the derivative of
the state distribution
• So we can calculate the gradient analytically without knowing the
model dynamics
23
POLICY GRADIENT THEOREM [2]
• The policy gradient theorem tells us the gradient is proportional to
the following quantity:

where μ(s) is the distribution of states when following policy π


• The constant of proportionality has to do with the length of the episode,
but since we are multiplying the gradient by a step size α, we can absorb
this scaling factor into our choice of α
• We can reformulate the above as:
∇𝐽 𝜃 = 𝐸 𝑞𝜋 (𝑠, 𝑎)∇ log 𝜋(𝑎|𝑠, 𝜃)

24
REINFORCE: MONTE CARLO POLICY GRADIENT
• If we consider the perspective of a given state St and action At in an
episodic MDP, the previous equation becomes:
∇𝐽 𝜃 = 𝐸 𝐺𝑡 ∇ log 𝜋(𝐴𝑡 |𝑆𝑡 , 𝜃)
• And our update rule is:
𝜃𝑡+1 = 𝜃𝑡 + 𝛼𝐺𝑡 ∇ log 𝜋(𝐴𝑡 |𝑆𝑡 , 𝜃𝑡 )

25
REINFORCE WITH BASELINE
• The REINFORCE algorithm is the simplest form of policy gradient
control
• The returns Gt are an unbiased estimate of 𝑞𝜋 (𝑠, 𝑎), but they are
high variance
• It can be shown that REINFORCE remains unbiased if you
subtract a baseline that can depend on the state, but not the
action. Our new update is:
𝜃𝑡+1 = 𝜃𝑡 + 𝛼 𝐺𝑡 − 𝑏(𝑆𝑡 ) ∇ log 𝜋(𝐴𝑡 |𝑆𝑡 , 𝜃𝑡 )
• A natural choice for b() would be the estimated value function v(St)
• We can use our Monte Carlo samples to simultaneously update our
estimate of the value function and do our policy gradient updates
26
ACTOR-CRITIC METHODS
• In actor-critic methods, our policy gradient learner is the actor,
and the critic is a learned value function that provides some form
of guidance/feedback to the way the actor learns
• A simple thing we can do is
use one-step reward signal
instead of full episodic returns,
the same way we moved from
Monte Carlo methods to
temporal-difference learning
• And just like TD, this introduces
bias, but reduces variance
27
ONE-STEP ACTOR-CRITIC

28
SOME POLICY GRADIENT METHODS
• A2C – Advantage Actor-Critic (synchronous). Multiple actors; the
advantage is the reward minus the average reward
• DDPG – Deep Deterministic Policy Gradient. Deterministic policies
• TRPO – Trust Region Policy Optimization. Clip max value of updates
• PPO – Proximal Policy Optimization. Simpler clipping that TRPO
• SAC – Soft Actor-Critic. Incorporates entropy of policy to encourage
exploration
• TD3 – Twin Delayed Deep Deterministic. Uses tricks from Double
DQN applied to DDPG
[Link]
29
RECAP
• Review what reinforcement learning (RL) is
• Elements and formulation as Markov decision processes (MDP)
• Terminology and notation used in RL
• The Bellman equations
• Generalized policy iteration
• Policy gradient methods
• Policy gradient
• REINFORCE algorithm
• Actor-critic methods
• List some policy gradient methods

30
QUESTIONS

&

DISCUSSION

31
NEXT SESSION
• In two weeks, Sat. August 14, Ryan will talk about reinforcement
learning techniques in AlphaGo

32

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