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Reinforcement Learning: Function Approximation

The document discusses function approximation in reinforcement learning (RL), detailing methods for on-policy prediction and control, including value-function approximation, stochastic-gradient methods, and feature construction techniques. It emphasizes the importance of generalization and memory efficiency in large state spaces, and explores various approximation methods such as linear models, neural networks, and tile coding. Additionally, it addresses the challenges and strategies for optimizing function approximators in RL contexts.

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0% found this document useful (0 votes)
5 views95 pages

Reinforcement Learning: Function Approximation

The document discusses function approximation in reinforcement learning (RL), detailing methods for on-policy prediction and control, including value-function approximation, stochastic-gradient methods, and feature construction techniques. It emphasizes the importance of generalization and memory efficiency in large state spaces, and explores various approximation methods such as linear models, neural networks, and tile coding. Additionally, it addresses the challenges and strategies for optimizing function approximators in RL contexts.

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© All Rights Reserved
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Reinforcement Learning

6. Function Approximation

Florin Leon
“Gheorghe Asachi” Technical University of Iași, Romania
Faculty of Automatic Control and Computer Engineering

[Link]

2025
Function Approximation
1. On-Policy Prediction with Approximation
1.1. Value-Function Approximation
1.2. Stochastic-Gradient and Semi-Gradient Methods
1.3. Approximation with Linear Methods
1.4. Feature Construction (Polynomials, Coarse Coding, Tile Coding, RBF)
1.5. Approximation with Neural Networks
1.6. Approximation with Memory-Based Methods

2. On-Policy Control with Approximation


2.1. Episodic Semi-Gradient Control
2.2. Average Reward for Continuing Tasks
2.3. The Deadly Triad

2
Function Approximation
1. On-Policy Prediction with Approximation
1.1. Value-Function Approximation
1.2. Stochastic-Gradient and Semi-Gradient Methods
1.3. Approximation with Linear Methods
1.4. Feature Construction (Polynomials, Coarse Coding, Tile Coding, RBF)
1.5. Approximation with Neural Networks
1.6. Approximation with Memory-Based Methods

2. On-Policy Control with Approximation


2.1. Episodic Semi-Gradient Control
2.2. Average Reward for Continuing Tasks
2.3. The Deadly Triad

3
Memory and Generalization
 So far, we have considered the tabular case
 Memory requirements are high when the number of states is large
 It is impossible to reuse information about one state for non-
neighboring states
 Instead, we want good approximate solutions that require only
limited computational resources
 We need to generalize from previous encounters with states that are,
in some sense, similar to the current one
 We can obtain such generalization with function approximation,
often based on supervised learning

4
Example: Pacman

5
Large Scale RL
 Reinforcement learning has been used to solve large problems
 Backgammon: 1020 states
 Go: 10170 states
 Helicopter flight: continuous state space

6
Value Function Approximation
 Value function approximation (VFA) replaces the table with a
general, usually parameterized, form

7
Value Function Approximation
 When we update the parameters, the value estimates of many states
change simultaneously
 Typically, the number of parameters is much smaller than the number of
states
 Changing one parameter changes the estimated values of many states
(generalization)
 Generalization makes RL more powerful but also more difficult to
manage and understand
 Extending RL with function approximation makes it applicable to
partially observable problems, where the full state is not available
 In some models (including linear models and neural networks), the
parameters are weights. Both θ and w are commonly used as notations

8
Function Approximation in RL
 Many supervised methods can approximate functions, such as linear
models, neural networks or decision trees
 RL needs online methods that learn from data that arrives
incrementally during interaction
 RL requires function approximators that handle changing target
functions over time
 Methods that rely on static datasets or fixed targets are usually
unsuitable for RL
 In RL, the type of supervised function approximation is regression
(state → target value), not classification

9
The Objective Function
 In the tabular case, a continuous measure of prediction quality is not
necessary because the learned value function can become equal to the
true one, and updates affect only single states
 With function approximation, updating one state value affects many
others
 More states than weights implies trade-offs: improving one state
worsens others
 A state distribution μ(s) specifies how much we care about error in
each state (μ(s) is the normalized number of visits to s)
 A natural objective function is the mean squared error between
values – the mean squared value error:

10
Gradient Methods
 Minimizing VE requires selecting a function approximator and
optimization strategy suited to the RL context
 Linear gradient methods allow analysis and often guarantee
convergence to the global VE minimum
 Nonlinear methods lack convergence guarantees and may require
careful tuning or constraints

11
GD vs. SGD
 Gradient descent (GD) assumes access to all states or full training
data for each update
 It computes an exact objective gradient, then takes one step in the
true direction
 Stochastic gradient descent (SGD) updates from single samples or
mini-batches, not the whole distribution
 Each stochastic update uses a noisy gradient estimate that
approximates the true gradient
 RL agents interact online and data arrives sequentially, thus SGD is a
natural choice here
 SGD approximates GD over time

12
SGD in RL

13
SGD in RL

14
The Target

15
16
Gradient Monte Carlo Algorithm
 Each episode provides full return Gt​ as an unbiased training target
for each visited state
 Update rule:
w  w   [Gt  v ( St , w )]w v ( St , w )

 Suitable for episodic tasks where full returns can be observed and
stored
 High variance of returns makes MC slower than bootstrapping
methods in some cases

17
Semi-Gradient Methods (for Bootstrapping)
 True value v ( s) is often unknown; we use sample-based targets Ut
 Monte Carlo target Ut = Gt​ is unbiased: [Gt | St  s]  v ( s)
 Bootstrapped targets, e.g., Rt 1   v ( St 1 , w t ) depend on current
weights and are biased
 Substituting such biased targets breaks the true gradient descent
nature of the update
 These updates are called semi-gradient methods

18
19
Convergence

20
Function Approximation
1. On-Policy Prediction with Approximation
1.1. Value-Function Approximation
1.2. Stochastic-Gradient and Semi-Gradient Methods
1.3. Approximation with Linear Methods
1.4. Feature Construction (Polynomials, Coarse Coding, Tile Coding, RBF)
1.5. Approximation with Neural Networks
1.6. Approximation with Memory-Based Methods

2. On-Policy Control with Approximation


2.1. Episodic Semi-Gradient Control
2.2. Average Reward for Continuing Tasks
2.3. The Deadly Triad

21
Linear Function Approximation

22
Gradients for Linear Models

23
Convergence

24
Convergence
 Linear function approximators have a unique global optimum or a
flat set of equivalent optima
 Gradient Monte Carlo converges to the global minimum of VE if the
step size α decreases appropriately
 Semi-gradient TD(0) converges under linear function approximation,
but not to the global minimum of VE
 TD(0) converges to a fixed point close to the global minimum
1
𝑉𝐸(𝐰𝑇𝐷 ) ≤ min 𝑉𝐸(𝐰)
1−𝛾 𝐰

 Often γ is close to 1, but TD methods still work well in practice

25
Example

Linear model:

MDP:

26
Program
 1 Simple Grid → [Link]
 with 2 policies, default reward –0.04

 Policy 1
 up, up, right, right, right, then random
 If the number of steps exceeds 20, terminate with 0

Learned weight vector w for policy 1: [-0.306, 0.127, 0.275]

Approximate value function over the grid for policy 1:


0.65 0.78 0.90 [1]
0.37 [###] 0.63 [-1]
0.10 0.22 0.35 0.48

27
Program
 1 Simple Grid → [Link]
 with 2 policies, default reward –0.04

 Policy 2
 right, right, up, up, right, then random
 If the number of steps exceeds 20, terminate with 0

Learned weight vector w for policy 2: [-0.605, -0.038, 0.148]

Approximate value function over the grid for policy 2:


-0.20 -0.24 -0.28 [1]
-0.35 [###] -0.42 [-1]
-0.50 -0.53 -0.57 -0.61

28
Function Approximation
1. On-Policy Prediction with Approximation
1.1. Value-Function Approximation
1.2. Stochastic-Gradient and Semi-Gradient Methods
1.3. Approximation with Linear Methods
1.4. Feature Construction (Polynomials, Coarse Coding, Tile Coding, RBF)
1.5. Approximation with Neural Networks
1.6. Approximation with Memory-Based Methods

2. On-Policy Control with Approximation


2.1. Episodic Semi-Gradient Control
2.2. Average Reward for Continuing Tasks
2.3. The Deadly Triad

29
Feature Construction
 Especially with simple approximation models, like linear ones, direct
state encoding may not offer enough information for problem
representation and generalization
 Constructed features can turn a simple linear model into a nonlinear
approximator over the original state space
 Constructed features may include domain knowledge
 A state can be represented by a feature vector, e.g.:
 The distance of a robot from some landmarks
 Piece configurations in backgammon

30
Polynomials
 Some problems have states with numeric dimensions such as s1 and
s2. Using only (s1, s2) ignores interactions and yields value 0 when
both are 0
 A feature vector like (1, s1, s2, s1 · s2) adds an intercept and another
term that can help capture interactions between dimensions
 Adding more polynomial features approximates complex interactions
while the model remains linear in weights
 Polynomial models can be useful for linear model approximation, but
less useful for neural networks

31
Example: Pole Balancing
 In the pole balancing task, high angular velocity can be either good or
bad depending on the angle
 A linear value function cannot represent this if these features are
coded separately for the angle and the angular velocity

32
Example: Mountain Car

33
Program: 2 Feature Construction → 1 [Link]
Coarse Coding
 Coarse coding uses overlapping features
 Each binary feature is active if the state falls inside a predefined
receptive field
 A state is represented by the set of features whose regions contain it
 Feature overlap leads to generalization across states, based on shared
active features
 Binary features simplify representation: active features are 1, inactive
features are 0

35
Example
 Generalization from state s to state s' depends on the number of their
features whose receptive fields (in this case, circles) overlap
 These states have one feature in common, so there will be slight
generalization between them

36
Generalization in Coarse Coding
 Small receptive fields cause narrow generalization
 Large fields produce broader generalization
 Feature shape and orientation (e.g., circles, ellipses) influence the
pattern and direction of generalization
 Carefully selected receptive fields allow precise control over locality
and extent of generalization

37
Form Impacts Generalization

38
Example explanations in the next slide

39
Example
 An example of the strong effect of a feature width on initial generalization
(first row) and weak effect on asymptotic accuracy (last row)
 A 1D square wave function is learned using linear function approximation
with coarse coding
 States are represented by overlapping 1D interval features of three widths
 All 3 setups use about 50 features across the range and randomly sampled
training examples
 Broad receptive fields give wide generalization and smooth updates over
many states early
 Narrow receptive fields change only nearby states, so the learned function
looks bumpier initially
 Eventually, all receptive field widths yield similar final approximations
 Shape mainly affects generalization behavior

40
Program: 2 Feature Construction → 2 [Link]

41
Tile Coding
 Tile coding uses multiple tilings of the state space, each partitioned
into non-overlapping tiles
 It may be the most practical feature representation
 A state activates one tile per tiling, resulting in a sparse binary
feature vector
 Multiple tilings with offsets allow overlapping receptive fields for
generalization
 With n tilings, exactly n features are active per state, regardless of
state location
 Each tile corresponds to one component of the weight vector used in
value approximation

42
Example

The feature vector x(s) has one component for each tile in each tiling.
Here, there are 4 × 4 × 4 = 64 components, all of which will be 0 except for the four
corresponding to the tiles that s falls within.
43
Advantages of Tile Coding
 Feature representation is consistent and enables uniform learning
 The overall number of features that are active at one time is the same for any
state
 Exactly one feature is present in each tiling, so the total number of features
present is always equal to the number of tilings
 Tile coding supports high resolution learning with manageable
computational cost
 Sparse binary features allow fast computation and efficient updates via index
lookups
 Learning rate can be scaled with tiling count: step size α = 1 / n​ yields
exact one-step learning, i.e., 𝑣(𝑆𝑡 , 𝑤𝑡 ) becomes target Ut in one step
 Slower rates are possible, e.g., α = 1 / 10n

44
Uniform Offsets

45
Asymmetrical Offsets
 Asymmetrical offsets are preferred in tile coding
 If the tilings are uniformly offset, then there are diagonal artifacts and
substantial variations in the generalization
 With asymmetrically offset tilings, the generalization is more spherical and
homogeneous
Offset Recommendation
 For a continuous space of dimension k, a good choice is to use the
first odd integers (1, 3, 5, 7, . . . , 2k – 1), with the number of tilings n
set to an integer power of 2 greater than or equal to 4k
 In the previous figure: k = 2, n = 23 ≥ 4k, and displacement vector
(1, 3)
 In 3D, the first four tilings would be offset in total from a base
position by (0, 0, 0), (1, 3, 5), (2, 6, 10), and (3, 9, 15)

47
Program: 2 Feature Construction → 3 [Link]
Example: Random Walk
 The space of 1000 states is treated as a single continuous dimension,
covered with tiles each 200 states wide
 The multiple tilings are offset from each other by 4 states
 The step-size parameter is set so that the initial learning rate in the two
cases is the same, α = 0.0001 for the single tiling and α = 0.0001 / 50 for the
50 tilings

Learning curves on the 1000-state


random walk example for the gradient
MC algorithm with a single tiling and
with multiple tilings
Radial Basis Functions (RBFs)
 RBF features vary continuously from 1 at center to 0 as distance increases
(Gaussian shape)
 RBF networks produce smooth, differentiable approximations over
continuous input spaces.
 RBFs support local generalization tuned by width σ

1D RBF

50
Discussion
 RBFs produce approximate functions that vary smoothly and are
differentiable
 However, in most cases this has no practical significance
 The computational cost of RBFs is higher due to exponentials
 Tile coding has better performance in high-dimensional cases

51
Program: 2 Feature Construction → 4 [Link]

52
Generalization Structure
 Tile/coarse coding
 Local overlapping regions ⇒ controlled, local generalization
 A weight update at one state affects nearby states that share active tiles
 RBFs
 Similar locality but smooth, because features decay with distance
 Polynomials
 Global features
 A change to one weight affects the entire space

53
Inductive Bias (Prior Knowledge)
 The approximator is just a mechanism; the encoding is where most
of the prior knowledge is contained in classic RL
 Assumptions:
 Nearby states should have similar values → local features (tiles, RBFs)
 The value surface is smooth and low-curvature → low-degree polynomials
 The function might have sharp discontinuities → more tiles, finer grids

54
Function Approximation
1. On-Policy Prediction with Approximation
1.1. Value-Function Approximation
1.2. Stochastic-Gradient and Semi-Gradient Methods
1.3. Approximation with Linear Methods
1.4. Feature Construction (Polynomials, Coarse Coding, Tile Coding, RBF)
1.5. Approximation with Neural Networks
1.6. Approximation with Memory-Based Methods

2. On-Policy Control with Approximation


2.1. Episodic Semi-Gradient Control
2.2. Average Reward for Continuing Tasks
2.3. The Deadly Triad

55
Nonlinear Value Function Approximation
 There exist several nonlinear methods for
approximating the value function, such as:
 Neural Networks (NNs)
 Memory-based (nonparametric) functions
 NNs have recently become the most
popular approximators
 NNs are universal function approximators
 In deep architectures they can generate
hierarchical representations of features
automatically (vs. hand crafted features)
 They typically learn by stochastic gradient
methods

56
NNs for TD Learning
 NNs can be trained with TD errors to estimate value functions
 The update rule adjusts the weights to reduce TD error
 NN gradient computation applies equally in supervised and
reinforcement learning settings
 Function approximation with NNs allows generalization between
states or state-action pairs

57
Challenges with Deep Networks
 Deeper networks can overfit due to high capacity and limited data;
regularization is often needed
 Gradients may vanish during backpropagation, impairing learning in
early layers
 Generalization performance may degrade when adding more layers
despite increased expressivity
 In online RL, overfitting is less critical, but generalization between
trajectories still matters

58
Function Approximation
1. On-Policy Prediction with Approximation
1.1. Value-Function Approximation
1.2. Stochastic-Gradient and Semi-Gradient Methods
1.3. Approximation with Linear Methods
1.4. Feature Construction (Polynomials, Coarse Coding, Tile Coding, RBF)
1.5. Approximation with Neural Networks
1.6. Approximation with Memory-Based Methods

2. On-Policy Control with Approximation


2.1. Episodic Semi-Gradient Control
2.2. Average Reward for Continuing Tasks
2.3. The Deadly Triad

59
Instance-Based Models
 Learning based on similarity
 Predict the value of an instance using those of similar instances
 Nearest neighbors
 1NN: return the value of the most similar instance
 kNN: average over the k nearest neighbors, usually with a weighting scheme
(e.g., w = 1 / d)
 Key issue: the distance metric, e.g., Euclidean distance
 Trade-offs: small k gives relevant neighbors, large k gives smoother, more
global functions

60
Non-parametric Models
 Parametric models:
 Fixed set of parameters
 More data means better settings
 Non-parametric models:
 Complexity of the classifier increases with data
 Better in the limit, often worse in the non-limit
 kNN is a non-parametric method
 Usually performance decreases for high-dimensional problems
 The concept of distance becomes less relevant in high dimensions

61
kNN

62
Function Approximation
1. On-Policy Prediction with Approximation
1.1. Value-Function Approximation
1.2. Stochastic-Gradient and Semi-Gradient Methods
1.3. Approximation with Linear Methods
1.4. Feature Construction (Polynomials, Coarse Coding, Tile Coding, RBF)
1.5. Approximation with Neural Networks
1.6. Approximation with Memory-Based Methods

2. On-Policy Control with Approximation


2.1. Episodic Semi-Gradient Control
2.2. Average Reward for Continuing Tasks
2.3. The Deadly Triad

63
Control with Approximation

64
Episodic Semi-Gradient Control

65
Sarsa

66
67
Example: Mountain Car Problem
 Mountain Car presents a standard continuous control benchmark
 State includes car position and velocity on a one-dimensional track
 Actions: full throttle left, zero throttle, or full throttle right
 Reward is –1 each time step until reaching the goal
 The optimal behavior requires reversing to gain momentum before
climbing

68
Implementation Details

69
Learning

Cost-to-go
increases

є=0
70
Learning
 Low (good) cost-to-go appears near the goal region at the hilltop
 High (bad) cost-to-go appears in regions where the car remains stuck
 The agent learns a policy to back up left, then accelerate right to
reach the goal

71
Learning

72
Program
 3 Control - Sarsa → Sarsa_Agent.py, MountainCar_Env.py

73
74
Function Approximation
1. On-Policy Prediction with Approximation
1.1. Value-Function Approximation
1.2. Stochastic-Gradient and Semi-Gradient Methods
1.3. Approximation with Linear Methods
1.4. Feature Construction (Polynomials, Coarse Coding, Tile Coding, RBF)
1.5. Approximation with Neural Networks
1.6. Approximation with Memory-Based Methods

2. On-Policy Control with Approximation


2.1. Episodic Semi-Gradient Control
2.2. Average Reward for Continuing Tasks
2.3. The Deadly Triad

75
Continuing Tasks and Average Reward
 Many tasks in reinforcement learning run indefinitely; there is no
natural episode limit or reset
 For example, an elevator controller runs indefinitely. We want to
minimize the average waiting time in the long term, so favoring
immediate rewards would be arbitrary
 Short-term and delayed rewards have equal importance; the discount
factor γ is no longer important
 We define the goal of a policy π as its average reward r(π) per step

76
Definition of Average Reward
 The average reward r(π) is the time-average of expected rewards
under policy π

1
𝑟 𝜋 = lim 𝔼 𝑅𝑡 𝜋
ℎ→∞ ℎ
𝑡=1

 This quantity measures reward per time step, not total reward over a
finite horizon
 Policies are compared and considered optimal according to their
average rewards r(π)

77
Steady-State and Ergodicity
 The fraction of time spent in each state then depends only on the
policy and dynamics
 We call this steady long-run distribution over states the steady-state
distribution
 When this distribution exists and is unique, the Markov decision
process is called ergodic
 An ergodic system forgets where it started; state frequencies stabilize
over time
 In that case, the average reward r(π) is well defined and independent
of the start

78
Differential Return
 Raw cumulative reward often diverges in continuing tasks, so we
measure reward relative to the average
 We define the differential return Gt by subtracting r(π) from each
future reward:
𝐺𝑡 = 𝑅𝑡+1 − 𝑟 𝜋 + 𝑅𝑡+2 − 𝑟 𝜋 + ⋯
 A positive Gt means this trajectory segment performed better than
the usual average of the policy π
 A negative Gt means that performance was worse than average,
under the same policy π

79
Differential Value Functions
 The differential state value 𝑣𝜋 𝑠 is the expected differential return
from state s
 The differential action value 𝑞𝜋 𝑠, 𝑎 is the expected differential
return from (s, a) using policy π:
𝑞𝜋 𝑠, 𝑎 = 𝔼𝜋 𝐺𝑡 𝑆𝑡 = 𝑠, 𝐴𝑡 = 𝑎
 These values measure how much better or worse than average a
state or action is
 If we add the same constant to every differential value, choices and
rankings remain unchanged

80
Bellman Equation for Differential q-Values
 Differential action values satisfy a Bellman relation similar to the
discounted case, without γ
 For a fixed policy π, 𝑞𝜋 𝑠, 𝑎 equals a centered immediate reward
plus an expected next 𝑞𝜋 :

𝑞𝜋 𝑠, 𝑎 = 𝑝 𝑠 ′ , 𝑟 𝑠, 𝑎 𝑟−𝑟 𝜋 + 𝜋 𝑎′ 𝑠 ′ 𝑞𝜋 𝑠 ′ , 𝑎′
𝑠 ′ ,𝑟 𝑎′

 The term r – r(π) measures how good the immediate reward is


relative to average
 The second term propagates the expected differential value of the
next state-action pair

81
TD Learning with an Average-Reward
Baseline
 The algorithms keep an estimate 𝑅𝑡 of the average reward r(π) while
learning
 𝑅𝑡 is an estimate at time t of the average reward r(π)
 Each step produces a differential TD error :
𝛿𝑡 = 𝑅𝑡+1 − 𝑅𝑡 + 𝑞 𝑆𝑡+1 , 𝐴𝑡+1 , 𝑤𝑡 − 𝑞 𝑆𝑡 , 𝐴𝑡 , 𝑤𝑡

82
Differential Semi-Gradient Sarsa
 We approximate action values with a differentiable function
𝑞 𝑠, 𝑎, 𝐰 with weights w
 A behavior policy, usually є-greedy, selects actions based on current
estimates 𝑞
 After each transition, we update the average reward and the weights
based on the TD error δt:

𝑅 ←𝑅+𝛽𝛿

𝐰 ← 𝐰 + 𝛼 𝛿 ∇𝐰 𝑞 𝑆, 𝐴, 𝐰

83
84
Example: Access-Control Queuing
 Environment: 10 servers and a single queue of customers with 4
priority levels
 Serving a customer yields rewards 1, 2, 4, or 8 depending on priority;
rejecting yields 0 reward
 The queue never empties; servers become free with probability
p = 0.06 each time step
 The agent chooses accept or reject from states described by the
number of free servers and the priority of the customer at the head
of the queue
 Goal: maximize long-run reward, so average reward is appropriate

85
Results
 Learning uses differential semi-gradient one-step Sarsa with
α = 0.01, β = 0.01, є = 0.1
 Training for 2 million steps
 Estimated long-run average reward 𝑅 converges to ~ 2.31 units per
time step
 The learned policy accepts higher-priority customers more often and
only accepts lower-priority customers when more servers are free

86
The drop on the right of the graph is probably
due to insufficient data; many of these states
were never experienced
Discounted Setting vs. Average Reward
in Continuing Tasks
 With function approximation, many distinct states can share the
same features, so the agent cannot treat them differently
 In the extreme, its behavior depends only on long-run reward
statistics of the process, not on individual state identities
 If we average undiscounted rewards over time, we get the average
reward r(π) for the policy
 If we average discounted returns over time, we get
1
𝑟 𝜋
1−𝛾
 The policies rank exactly the same

88
Role of γ in Continuing Tasks with Function
Approximation
 In theory, maximizing the discounted value over on-policy states is
equivalent to maximizing the average reward
 γ does not change which policy is optimal
 It does not define the control problem
 Control algorithms with function approximation do not truly
optimize either discounted value or average reward
 The policy improvement theorem fails, so no variant guarantees
reliable policy improvement in practice
 In continuing tasks, the average reward defines the objective (what)
 The discount factor γ mainly controls how learning behaves
 Bias-variance trade-offs, learning stability

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Function Approximation
1. On-Policy Prediction with Approximation
1.1. Value-Function Approximation
1.2. Stochastic-Gradient and Semi-Gradient Methods
1.3. Approximation with Linear Methods
1.4. Feature Construction (Polynomials, Coarse Coding, Tile Coding, RBF)
1.5. Approximation with Neural Networks
1.6. Approximation with Memory-Based Methods

2. On-Policy Control with Approximation


2.1. Episodic Semi-Gradient Control
2.2. Average Reward for Continuing Tasks
2.3. The Deadly Triad

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The Deadly Triad
 Instability and divergence in RL arise when three elements appear
together: the deadly triad
 Function approximation uses parametric value models instead of large
tables
 Bootstrapping uses targets that include current value estimates
 Off-policy learning learns about one policy while following another behavior
policy
 Each ingredient is useful alone but dangerous in combination

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Why the Combination Can Diverge
 All three together can cause value estimates to diverge even in simple
prediction tasks
 Function approximation couples many states through shared parameters
and updates
 Bootstrapping creates feedback by providing estimates into update
targets
 Off-policy learning updates under a distribution that does not match that
of the target policy
 The deadly triad definition applies to any function approximator, not
only linear models
 Usually, function approximation and bootstrapping are important (large
problems, continuing tasks), but so is off-policy learning in some cases

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Off-Policy Learning
 Predictive knowledge view uses many value functions for many tasks
 An agent can follow one behavior policy while learning about many
target policies
 A robot in a building follows one safe behavior policy (wander safely, avoid
collisions) yet wants to learn many “what if” predictions at once: what if I
followed the wall, what if I walked fast, what if I went to the charger now
 On-policy learning alone cannot cover many hypothetical behaviors
efficiently
 Off-policy TD reuses a single experience stream for multiple
predictive questions
 The deadly triad highlights instability risks in large-scale off-policy
systems

93
Conclusions
 Function approximation enables RL in large or continuous state
spaces with limited memory resources
 Value function approximation uses stochastic gradient and semi-
gradient methods to learn estimates from interaction
 Feature construction determines representations and thus
generalization patterns, which affect stability, sample efficiency and
performance
 Neural networks offer powerful nonlinear approximators but
introduce optimization difficulties, instability risks and overfitting
concerns
 The deadly triad is the combination of function approximation,
bootstrapping and off-policy learning, which often leads to instability

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Main References
 Sutton, R. S. and Barto, A. G. (2018). Reinforcement Learning:
An Introduction. 2nd edition. MIT Press, Cambridge, MA.
[Link]

 Castellini, A. (2023). On-Policy Prediction with Approximation,


Reinforcement learning – LM Artificial Intelligence, University of Verona,
[Link] [Link]/~castellini/docs/reinforcementLearning22-
23/RL_L9_OnPredApprox.pdf
 Castellini, A. (2023). On-Policy Control with Approximation and Deep Q
Networks (DQN), Reinforcement learning – LM Artificial Intelligence,
University of Verona, [Link]
reinforcementLearning22-23/RL_L10_OnControlApprox.pdf

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