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Dynamic Programming & Monte Carlo Methods

The document discusses elementary solution methods in reinforcement learning, focusing on Dynamic Programming (DP) and Monte Carlo (MC) methods. It outlines key concepts such as policy iteration, value iteration, and the Bellman equations, emphasizing the differences between planning and learning in sequential decision making. The content also includes examples and pseudocode for implementing these methods.

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Alexandru Călin
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0% found this document useful (0 votes)
9 views65 pages

Dynamic Programming & Monte Carlo Methods

The document discusses elementary solution methods in reinforcement learning, focusing on Dynamic Programming (DP) and Monte Carlo (MC) methods. It outlines key concepts such as policy iteration, value iteration, and the Bellman equations, emphasizing the differences between planning and learning in sequential decision making. The content also includes examples and pseudocode for implementing these methods.

Uploaded by

Alexandru Călin
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

ST455: Reinforcement Learning

Lecture 3: Elementary Solution Methods


Dynamic Programming and Monte Carlo

Chengchun Shi

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Lecture Outline

1. Preliminaries

2. Dynamic Programming
2.1 Policy Iteration
2.2 Value Iteration

3. Monte Carlo Methods


3.1 MC Policy Evaluation (Prediction)
3.2 MC Policy Optimization (Control)

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Lecture Outline (Cont’d)

Dynamic Programming (DP) Monte Carlo (MC)

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1. Preliminaries

2. Dynamic Programming
2.1 Policy Iteration
2.2 Value Iteration

3. Monte Carlo Methods


3.1 MC Policy Evaluation (Prediction)
3.2 MC Policy Optimization (Control)

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Learning v.s. Planning

Two fundamental problems in sequential decision making


• Planning
• A model of the environment (e.g., state transition, reward function) is known
• The agent performs computations with its model, without any external interaction
• a.k.a. deliberation, reasoning, introspection, pondering, thought, search
• Example: Dynamic Programming
• Learning
• The environment is initially unknown
• The agent interacts with the model
• The agent learns the optimal policy from experience
• Example: Monte Carlo methods, temporal difference learning, policy-based
learning, model-based learning

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Example: Go Game
• Planning: Rules of Go are known • Learning: No need to know the rules
• Exhaustive search of the optimal move • Learn the optimal move from experience
• No need to play Go with others • Practice makes perfect

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Models: Finite MDPs

• Environment modelled by a finite MDP ⟨S, A, P, R, γ⟩


• MDP model assumption: Markovianity & time-homogeneity
• S: state space (a finite set of states)
• A: action space (a finite set of actions)
• P: state transition probability matrix, P ass ′ = Pr(St+1 = s ′ |At = a, St = s)
• R: reward function, Ras = E(Rt |At = a, St = s)
• γ: discounted factor ∈ [0, 1], allowed to be 1 if all sequences terminate (e.g., finite
horizons)
• Dynamic Programming (DP) and Monte Carlo methods (MC) are equally
applicable to settings with continuous state or action space

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Bellman Equations
• Bellman equation for the (state) value function:

V π (s) = Eπ [Rt + γV π (St+1 )|St = s],


• or equivalently,
X h X i
V π (s) = π(a|s) Ras + γ P ass ′ V π (s ′ ) .
a∈A s′

• Bellman optimality equation for the optimal value function:


opt opt
V π (s) = max E[Rt + γV π (St+1 )|At = a, St = s],
a

• or equivalently,
opt
h X opt
i
V π (s) = max Ras + γ P ass ′ V π (s ′ ) .
a∈A
s′

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Bellman Equation: The Random Walk Example
• Consider a simple random walk on a path:

• Reward for transition to State S of value 1, zero reward for other transitions
• Bellman equations:

V π (A) = Eπ [Rt + γV π (St+1 )|St = A] = γV π (B)


γ γ
V π (B) = Eπ [Rt + γV π (St+1 )|St = B] = V π (C ) + V π (A)
2 2
..
.
1 γ
V π (E ) = Eπ [Rt + γV π (St+1 )|St = E ] = + V π (D)
2 2
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Bellman Optimality Equation: Random Walk
• The random walk example:

• Reward for transition to State S of value 1, zero reward for other transitions
• Bellman optimality equations:
opt opt opt
V π (A) = max E[Rt + γV π (St+1 )|At = a, St = A] = γV π (B)
a
opt opt opt
V π (B) = max E[Rt + γV π (St+1 )|At = a, St = B] = γV π (C )
a
..
.
opt opt
V π (E ) = max E[Rt + γV π (St+1 )|At = a, St = E ] = 1
a

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State-Action Value Function

Definition
The state-action value function (better known as the Q-function) is expected return
starting from s and a under π,
+∞
!
X
π π π i
Q (s, a) = E (Gt |At = a, St = s) = E γ Ri +t |At = a, St = s .
i =0

• Q π is independent of the time t in its definition, under time-homogeneity


• Q π is the state value V π under a Markov policy that implements a at the first time
and follows π afterwards
• Reduces to action value function Eπ (Rt |At = a) in Lecture 1 when γ = 0, S = ∅

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State-Action Value Function (Cont’d)

Relationships between V π and Q π


• Qπ → V π:
X X
V π (s) = Eπ (Gt |St = s) = π(a|s)Eπ (Gt |At = a, St = s) = π(a|s)Q π (s, a)
a∈A a∈A

• V π → Qπ:

Q π (s, a) = E(Rt |At = a, St = s) + γE(Gt+1 |At = a, St = s)


= E(Rt |At = a, St = s) + γE[Eπ (Gt+1 |St+1 )|At = a, St = s]
= E[Rt + γV π (St+1 )|At = a, St = s]

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1. Preliminaries

2. Dynamic Programming
2.1 Policy Iteration
2.2 Value Iteration

3. Monte Carlo Methods


3.1 MC Policy Evaluation (Prediction)
3.2 MC Policy Optimization (Control)

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Dynamic Programming

Definition (Dynamic Programming)


A collection of algorithms used to compute optimal policies given perfect knowledge of
the environment
• Dynamic: sequential or temporal component to the problem
• Programming: optimise a “program”, i.e., a policy
• Dynamic programming (DP) is rarely used in practice (the environment is usually
unknown)
• However, they provide a foundation for other solution methods

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Dynamic Programming (Cont’d)

“Dynamic programming” is used to solve many other statistical learning problems


• Learning optimal dynamic treatment regimes (DTRs)
• Multi-scale change point detection
• De Boor algorithm for evaluating B-spline basis functions

Also used in bioinformatics, optimisation, control theory (see wiki page)

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Dynamic Programming Methods

• Policy Iteration: an iterative method that alternates between


• Policy Evaluation
• Policy Improvement

• Value Iteration: simultaneously combine policy evaluation and policy


improvement

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1. Preliminaries

2. Dynamic Programming
2.1 Policy Iteration
2.2 Value Iteration

3. Monte Carlo Methods


3.1 MC Policy Evaluation (Prediction)
3.2 MC Policy Optimization (Control)

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Policy Iteration: Policy Evaluation
• Computation of the (state) value function V π for a given π
• According to the Bellman equation, for any s,
X h X i
V π (s) = π(a|s) Ras + γ P ass ′ V π (s ′ ) ,
a∈A s′

• written in matrix form, V π = R + γPV π


• V π is a column vector with one entry per state

π(a|1)Ra1
 π      π 
V (1) P 11 · · · P 1n V (1)
..  X ..  . ..   ..
=  + γ  .. ,
  
 .  . .  .
π
V (n) a∈A π(a|n)Rna P n1 · · · P nn π
V (n)

where P ij = a∈A π(a|i )P aij


P

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Policy Evaluation (Cont’d)
• V π is a solution of a system of n linear equations with n unknowns
• It can be computed directly

V π = R + γPV π
(I − γP)V π = R
Vπ = (I − γP)−1 R

• I − γP is invertible when γ is strictly smaller than 1, since


X
x ⊤ (I − γP)x = (1 − γ)∥x∥22 + γ P ij (xi − xj )2 > 0,
i ,j

when x ̸= 0. The equality holds due to that each row of P sums up to 1.

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Policy Evaluation: Algorithm

• Iterative Policy Evaluation: an iterative method that outputs a sequence of value


functions V0 , V1 , V2 , · · ·, Vk → V π
• Initial value function V0 is chosen arbitrarily subject to the constraint that at
terminal state it has value 0
• Iterative update rule (according to the Bellman equation):

Vk+1 = R + γPVk

• Convergence is guaranteed when γ is strictly smaller than 1 (more in appendix), or


eventual termination is guaranteed from all states under π

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Policy Evaluation: Pseudocode

• Input: a policy π, a threshold parameter ϵ > 0


• Initialization: V (s) = 0 for any s ∈ S
• Repeat:
∆←0
For each s ∈ S
ν ← V (s) h i
V (s) ← a∈A π(a|s) Ras + γ s ′ P ass ′ V (s ′ )
P P

∆ ← max(∆, |ν − V (s)|)
until ∆ < ϵ
• Output V

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GridWorld Example

• Undiscounted, episodic, finite MDP task


• A = {up, down, right, left}. Actions leading out of the grid leave state unchanged
• Rewards: for each transition, the reward of value −1
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GridWorld Example (Cont’d)

Figure: Values of uniform random policy

π(n|·) = π(s|·) = π(w |·) = π(e|·) = 0.25


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GridWorld Example (Cont’d)
By symmetry and Bellman equation,

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GridWorld Example (Cont’d)

Figure: Value functions at each iteration

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Policy Iteration: Policy Improvement

• Identify some π ′ that is no worse than π based on V π


• For any s, consider a hybrid policy
• implements a at the first time
• follows π afterwards
• Its value is given by Q π (s, a) (can be computed based on V π )
• Select π ′ among the class of hybrid policies that maximizes the value

π ′ (s) = arg max Q π (s, a)


a

• Its value is given by Q π (s, π ′ (s)) ≥ V π (s), since the hybrid policy class contains π

• Surprisingly, according to policy improvement theorem, V π (s) ≥ V π (s) for any
s!

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Policy Improvement (Cont’d)
Given a policy π, improve π by acting greedily with respect to V π ,

π ′ (s) = arg max Q π (s, a) = arg max E[Rt + γV π (St+1 )|At = a, St = s]


a a
X
π ′
= arg max[Ras + γ a
Pss ′ V (s )]
a
s′

Theorem
The greedy policy π ′ with respect to V π is as good as or better than π,

V π (s) ≥ V π (s),

for any s ∈ S.
Proof can be found in the Appendix.
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GridWorld Example

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Policy Iteration: Revisit

• Policy Evaluation: Compute V π via iterative policy evaluation


• Policy Improvement: Generate π ′ via greedy policy improvement

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Policy Iteration: Pseudocode
• Initialization: V (s) = 0, π(s) ∈ A arbitrarily for any s ∈ S
• Repeat:
∆←0
For each s ∈ S
ν ← V (s) h i
V (s) ← a∈A π(a|s) Ras + γ s ′ P ass ′ V (s ′ )
P P

∆ ← max(∆, |ν − V (s)|)
until ∆ < ϵ
• policystable ← True
• For each s ∈ S:
b ← π(s)
a V (s ′ )]
π(s) ← arg maxa [Ras + γ s ′ Pss
P

If b ̸= π(s) then policystable ← False


• If policystable, then Return π, else go to bullet point #2
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1. Preliminaries

2. Dynamic Programming
2.1 Policy Iteration
2.2 Value Iteration

3. Monte Carlo Methods


3.1 MC Policy Evaluation (Prediction)
3.2 MC Policy Optimization (Control)

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Value Iteration
• Policy iteration is computationally inefficient, as each iteration requires executing
policy evaluation which requires multiple iterations
• According to the Bellman optimality equation,
opt
h X opt
i
V π (s) = max Ras + γ P ass ′ V π (s ′ ) .
a∈A
s′
• Value iteration idea: iteratively apply the above updates
h X i
Vk+1 (s) = max Ras + γ P ass ′ Vk (s ′ ) .
a∈A
s′
• Drive the optimal deterministic policy
h X opt
i
π opt (s) = arg max Ras + γ P ass ′ V π (s ′ ) .
a∈A
s′
• Convergence is guaranteed when γ is strictly smaller than 1 (more in Appendix), or
eventual termination is guaranteed from all states.
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Value Iteration: Pseudocode
• Initialization: V (s) = 0, π(s) ∈ A arbitrarily for any s ∈ S
• Repeat:
∆←0
For each s ∈ S
ν ← V (s) h i
V (s) ← maxa∈A Ras + γ s ′ P ass ′ V (s ′ )
P

∆ ← max(∆, |ν − V (s)|)
until ∆ < ϵ
• Output: optimal deterministic policy given by
h X opt
i
π opt (s) = arg max Ras + γ P ass ′ V π (s ′ ) .
a∈A
s′

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Example: Gambler’s Problem

• A gambler makes bets on the outcomes of a sequence of coin flips


• The gambler must decide for each coin flip what proportion of capital to stake
• If the outcome of the coin flip = heads, then:
The gambler wins as much money as they have staked on this flip
• Else:
The gambler loses their stake
• The game ends when the gambler reaches the goal of £100 or runs out of money

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Example: Gambler’s Problem (Cont’d)

• Undiscounted, episodic, finite MDP task


• S: {0, 1, · · ·, 99, 100}, termination states 0 and 100
• A(s): {1, 2, · · ·, min(s, 100 − s)}, depends on the state
• Pr(outcome of coin flip is heads) = p (known parameter)
• Seminars:
• Show the value function for different iterations
• Show the optimal policy

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Example: Gambler’s Problem, the Optimal Policy

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Some Technical Questions

opt
• How do we know that value iteration converges to V π ?
• Or that iterative policy evaluation converges to V π ?
opt
• And therefore that policy iteration converges to V π ?
• Is the solution unique?
• These questions are resolved by Banach fixed-point theorem (or contraction
mapping theorem), mentioned in Seminar 2 (more in the appendix)

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1. Preliminaries

2. Dynamic Programming
2.1 Policy Iteration
2.2 Value Iteration

3. Monte Carlo Methods


3.1 MC Policy Evaluation (Prediction)
3.2 MC Policy Optimization (Control)

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Monte Carlo (MC) Methods

• Learning methods for solving the RL problem based on averaging sample returns
• Estimating value functions and discovering optimal policies
• Not assuming a model of the environment, based only on experiences (model free)
• Defined for episodic tasks
• Value functions and policies are updated upon completion of an episode
• Different from step-by-step methods (e.g., temporal difference learning)

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1. Preliminaries

2. Dynamic Programming
2.1 Policy Iteration
2.2 Value Iteration

3. Monte Carlo Methods


3.1 MC Policy Evaluation (Prediction)
3.2 MC Policy Optimization (Control)

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MC Policy Evaluation
• Objective: estimate the value function V π for a given policy π, from a set of
episodes obtained by following π

S0 , A0 , R0 , · · ·, ST ∼ π

• Vπ is the expected return Eπ ( 0≤t≤T γ t Rt |S0 = s)


P

• Monte Carlo idea: use empirical mean return to approximate expected return
• Convergence is guaranteed by law of large numbers
• Types of MC methods:
• First-visit MC method: V π (s) estimated by the average of returns following each
first visit to s in a set of episodes
• Every-visit MC method: V π (s) estimated by the average of returns following each
visit to s in a set of episodes

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First-Visit MC Policy Evaluation: Pseudocode
• Initialization:
N (counter), N(s) ← 0 for all s ∈ S
Returns(s) ← an empty list, for all s ∈ S
• Repeat:
Generate an episode following policy π
For each distinct s appearing in the episode
G ← return following the first occurrence of s
N(s) ← N(s) + 1
Returns(s) ← Returns(s) + G
• Output:
For each distinct s
N −1 (s)Returns(s)

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Every-Visit MC Policy Evaluation: Pseudocode
• Initialization:
N ← counter, N(s) ← 0 for all s ∈ S
Returns(s) ← an empty list, for all s ∈ S
• Repeat:
Generate an episode following policy π
For each s appearing in the episode
G ← return following the occurrence of s
N(s) ← N(s) + 1
Returns(s) ← Returns(s) + G
• Output:
For each distinct s
N −1 (s)Returns(s)

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1. Preliminaries

2. Dynamic Programming
2.1 Policy Iteration
2.2 Value Iteration

3. Monte Carlo Methods


3.1 MC Policy Evaluation (Prediction)
3.2 MC Policy Optimization (Control)

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MC Control
• Objective: use MC estimation to learn the optimal policy.
• Recall the policy iteration algorithm

• Policy Evaluation: Compute V π via iterative policy evaluation


• Policy Improvement: Generate π ′ via greedy policy improvement
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MC Control with Generalized Policy Iteration
• Objective: use MC estimation to learn the optimal policy.
• Integrate policy iteration with MC methods

• Policy Evaluation: Compute V π via MC policy evaluation


• Policy Improvement: Generate π ′ via greedy policy improvement?
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Policy Iteration Using State-Action Value Function

• Greedy policy improvement over V π requires model of MDP


X
π ′ (s) = arg max[Ras + γ a
Pss π ′
′ V (s )]
a
s′

• Greedy policy improvement over Q π (s, a) is model free

π ′ (s) = arg max Q π (s, a)


a

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MC Version of Policy Iteration

• Policy Evaluation: MC estimation of state-action value function


• Policy Improvement: Improve the policy wrt the current state-action value function

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MC Estimation of State-Action Values

• Many state-action pairs may never be visited under a policy


• Ex. if π is deterministic, only one state-action pair is observed for each distinct state
• Need to ensure exploration!
• Two approaches for ensuring exploration:
• Exploring starts: the first step of each episode starts at a state-action pair and every
such pair has non-zero probability of being selected at the start
• Stochastic policies: use policies that ensures a non-zero probability of selecting each
action from the set of available actions in each given state

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MC Control with Exploring Starts
• Initialization:
N (counter), N(s, a) ← 0 for all s ∈ S, a ∈ A
Returns(s, a) ← an empty list, for all s ∈ S, a ∈ A
π ← arbitrary
Q ← arbitrary
• Repeat:
Generate an episode using exploring starts and policy π
For each distinct (s, a) appearing in the episode
G ← return following the first occurrence of (s, a)
N(s, a) ← N(s, a) + 1
Returns(s, a) ← Returns(s, a) + G
Q(s, a) ← Returns(s, a)/N(s, a)
π(s) ← arg maxa Q(s, a) for all s

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MC Control with ε-Greedy Exploration

• Simplest idea for ensuring continual exploration


• All m actions are tried with non-zero probabilities
• With probability 1 − ε choose the greedy action
• With probability ε choose an action at random

ε/m + 1 − ε, if a = arg maxa′ Q(s, a ′ )



π(a|s) =
ε/m, otherwise

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MC Control with ε-Greedy Exploration (Cont’d)

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Pseudocode
• Initialization:
N (counter), N(s, a) ← 0 for all s ∈ S, a ∈ A
Returns(s, a) ← empty lists, for all s ∈ S, a ∈ A
π ← arbitrary ε-greedy policy
Q ← arbitrary
• Repeat:
Generate an episode using exploring starts and policy π
For each distinct (s, a) appearing in the episode
G ← return following the first occurrence of (s, a)
N(s, a) ← N(s, a) + 1
Returns(s, a) ← Returns(s, a) + G
Q(s, a) ← Returns(s, a)/N(s, a)
For each distinct s:

ε/m + 1 − ε, if a = arg max Q(s, a)
π(a|s) ←
ε/m, otherwise
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Summary

• Planning v.s. Learning


• Dynamic programming v.s. Monte Carlo Methods
• Policy Iteration v.s. Value Iteration
• Policy Evaluation v.s. Policy Improvement
• MC Policy Evaluation v.s. MC Control
• γ-Contraction, Banach Fixed Point Theorem

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Summary (Cont’d)

Dynamic Programming (DP) Monte Carlo (MC)

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Seminar
• Solution to HW2 (due Wed 12pm)
• Iterative policy evaluation: Gridworld problem

• Value iteration: Gambler’s problem

• Monte Carlo prediction & control: Black jack example

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Questions

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Appendix: Proof of Policy Improvement Theorem

Consider a sequence of policies:


• π0 : a given stationary policy π
• πk : a Markov policy that implements π ′ at the first k times and follows π afterwards
• π∞ : the greedy policy π ′

We show in the appendix


• Step 1: π1 is no worse than π0 , i.e., Q π (s, π ′ (s)) ≥ V π (s)
• Step 2: πk+1 is no worse than πk for any k ≥ 1
This proves the policy improvement theorem

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Appendix: Policy Improvement Theorem, Step 1

• π0 : a given stationary policy π


• π1 : a Markov policy that implements π ′ at the initial time and follows π afterwards
• By definition,

π ′ (s) = arg max Q π (s, a)


a

• This yields
X
Q π (s, π ′ (s)) = max Q π (s, a) ≥ π(a|s)Q π (s, a) = V π (s)
a
a

• i.e., π1 is no worse than π0

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Appendix: Policy Improvement Theorem, Step 2

• πk : a Markov policy that implements π ′ at the first k times and follows π afterwards
• The difference between two value functions is given by
′ ′
V πk+1 (s) − V πk (s) = γ k Eπ [Q π (Sk , π ′ (Sk ))|S0 = s] − γ k Eπ [V π (Sk )|S0 = s]

• Results in Step 1 yield Q π (Sk , π ′ (Sk )) ≥ V π (Sk ), and hence V πk+1 (s) ≥ V πk (s)
• i.e., πk+1 is no worse than πk

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Appendix: Value Function ∞-Norm

• Measure distance between two value functions V1 and V2 by the ∞-norm


• i.e., the largest difference between state values,

∥V1 − V2 ∥∞ = max |V1 (s) − V2 (s)|


s∈S

• Given a sequence of values {Vk }k , convergences requires ∥Vk − V ∗ ∥∞ → 0 for


some V ∗ as k → ∞

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Appendix: Bellman Expectation Operator
Definition
Define the Bellman Expectation Operator T π as a function that maps a given value
function V into another value function T π V such that
X h X i
T π V (s) = π(a|s) Ras + γ P ass ′ V (s ′ ) , ∀s ∈ S.
a∈A s′

• The Bellman equation can be rewritten as V π = T π V π


• This operator is a γ-contraction, i.e. it makes value function closer by at least γ
X
max |T π V1 (s) − T π V2 (s)| = γ max π(a|s)P ass ′ [V1 (s ′ ) − V2 (s ′ )]
s s
a,s ′
X
≤ γ max |V1 (s) − V2 (s)| max π(a|s)P ass ′ = γ max |V1 (s) − V2 (s)|
s s s
a,s ′
• Iterative Policy Evaluation: V0 → T π V0 → T π T π V0 → · · ·
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Appendix: Banach Fix Point Theorem

Theorem
Suppose T is a γ-contraction. Then under certain conditions,
• T admits a unique fix point V ∗ , i.e. TV ∗ = V ∗ ;
• V ∗ can be found as follows: define a sequence {Vk }k such that Vk+1 = TVk .
Then V ∗ = limk Vk

• Proof can be found here


• T π is has a unique fix point
• V π is the fix point, according to the Bellman equation
• Iterative policy evaluation converges to V π

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Appendix: Bellman Optimality Operator
Definition
Define the Bellman Expectation Operator T as a function that maps a given value
function V into another value function TV such that
h X i
TV (s) = max Ras + γ P ass ′ V (s ′ ) , ∀s ∈ S.
a∈A
s′

opt opt
• The Bellman optimality equation can be rewritten as V π = TV π
• This operator is a γ-contraction as well
X
max |TV1 (s) − TV2 (s)| = γ max P ass ′ [V1 (s ′ ) − V2 (s ′ )]
s s,a
s′
≤ γ max

|V1 (s ′ ) − V2 (s ′ )|
s

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Appendix: Convergence of Dynamic Programming

• T has a unique fix point


opt
• V π is the fix point, according to the Bellman optimality equation
opt
• According to the Banach fix point theorem, value iteration converges to V π
• Policy iteration (that integrates iterative policy evaluation & policy improvement)
converges to π opt

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