Q Learning Grid World Scenario - machine-learning

I'm researching GridWorld from Q-learning Perspective. I have issues regarding the following question:
1) In the grid-world example, rewards are positive for goals, negative
for running into the edge of the world, and zero the rest of the time.
Are the signs of these rewards important, or only the intervals
between them?

Keep in mind that Q-values are expected values. The policy will extracted by choosing the action that maximises the Q function for each given state.
a_best(s) = max_a Q(s,a)
Notice that you can apply constant value to all Q-values without affecting the policy. It doesn't matter if you shift all the q-values by applying some constant value, the relation between the q-values with respect to max will still be the same.
In fact, you can apply any affine transformation (Q'= a*Q+b) and your decisions will not change.

Only the relative values matter. Say you have the following reward function...
Now say we add a constant C to all rewards...
We can prove that adding a constant C will add another constant K to the value of all states and thus does not affect the relative values of any state...
Where...
The values remain consistent throughout, so only the intervals between rewards matter, not their signs.
It's important to note, however, that this rule does not apply for all episodic tasks. Generally, the rule only applies if the length of the episodes are fixed. For tasks where the length of each episode is determined by actions (think board games), adding a positive constant may result in a longer learning interval.

Related

SPSS GLM Significance of Predictors are different when building interaction terms vs creating the interaction variables

I was wondering if anyone knows how SPSS builds the interaction terms/calculates the significance for predictors behind the scenes in a GLM? From my understanding it dummy codes variables and treats the one that comes alphabetically last as the reference group.
The reason I'm asking is I have a GLM model which has 3 continuous predictors and two categorical predictors (dummy coded). When I build all the 2-way and 3-way interactions with syntax ie:
Age_Centred Age_CentredDx Age_Centredgender Age_CentredDxgender BMI_Centred BMI_CentredDx BMI_Centredgender BMI_CentredDxgender BPS_Centred BPS_CentredDx BPS_Centredgender BPS_CentredDxgender Dx Dxgender DxICV_Centred DxICV_Centredgender gender ICV_Centred ICV_Centred*gender.
vs manually creating all the variables by hand ie:
Age_Centred Age_Centred_Dx Age_Centred_gender Age_Centred_gender_Dx BMI_Centred BMI_Centred_Dx BMI_Centred_gender BMI_Centred_gender_Dx BPS_Centred BPS_Centred_Dx BPS_Centred_gender BPS_Centred_gender_Dx Dx gender_Dx ICV_Dx ICV_Centred_Dx_gender gender ICV_Centred ICV_gender.
I end up with a model which has the same intercept, overall significance, and R squared however the individual significance of the predictors changes. Refer to output below. To troubleshoot I've tried to flip the references groups when manually creating the variables but it still does not replicate the results. I've had another statistician try the same thing and ended up reaching the same point as what I did. Does it have to do with some of the parameters being redundant?
Building the terms via syntax:
Physically creating the variables by multiplying them together
All the details one might reasonably want about how GLM (and UNIANOVA, which is the same underlying code) parameterizes models, estimates parameters, and conducts hypothesis tests are available in the IBM SPSS Statistics Algorithms manual, available for download as a pdf at ftp://public.dhe.ibm.com/software/analytics/spss/documentation/statistics/26.0/en/client/Manuals/IBM_SPSS_Statistics_Algorithms.pdf. (Note that this is a large file, about 78 MB; clicking on the link starts a download.) In addition to the information in the GLM chapter, appendices F (Indicator Method) and H (Sums of Squares) are relevant, respectively, for building the design matrix and specifying linear combinations of model parameters for computing sums of squares for testing hypotheses.
In building the design matrix, categorical predictors (factors) are indeed represented by sets of indicator (0-1) variables. For a factor with k levels, k indicator variables are created, one for each observed level of the factor. The procedure does not explicitly treat the last category (sorted in ascending order, alphabetical for strings) as a reference category, though in simpler models the effect of what's done is essentially the same. If there is an intercept in the model, then the kth indicator will be redundant (linearly dependent) on the intercept and the preceding k-1 indicators. The estimation algorithm used in GLM/UNIANOVA will set the row and column in the cross-product matrix representing the redundant column in the design matrix to 0s, alias the corresponding parameter estimate to 0, and the results are similar to a reparameterization approach treating the last category as a reference category, except that you have to remember that it's there if you want to specify a linear combination of the parameters to estimate.
If you suppress the intercept, then for the first factor entered into the model the kth indicator would not be redundant (unless the factor is preceded by an unusual covariate or set of covariates). Any subsequent factors included in the model would involve redundant parameters, as would any interactions among factors, whether or not an intercept is included. Interactions among factors are created by multiplying the 0s and 1s for each level of the factors by those for each level of the other factor. So for an interaction of two two-level factors, there are four columns generated, of which typically the last three are redundant.
Covariates are entered simply by copying the values of the variables into the design matrix. Interactions involving covariates and other covariates multiply values for the columns involved within each row, and interactions involving covariates and factors multiply covariates (or products of them) by the indicator variables for the factor(s). Usually covariate-by-covariate terms do not involve redundancies, but factor-by-covariate terms do.
To get to the specifics of what's going on with your data, I can't replicate your exact results without your data, but I am able to replicate the patterns shown if I assume you've used the binary Dx variable as a covariate and the binary gender variable as a factor in each analysis. (There seem to actually be four continuous predictors in your model rather than three, but that doesn't affect anything of importance for understanding what's going on.)
There are two aspects of the situation to be considered. One is the parameterization and how the two ways of entering the variables into the model treat the variables and whether or not they produce the same estimates of parameters. The second is how the model specification results in the Type III tests shown in the ANOVA tables.
If I'm understanding things correctly based on what you've posted here, you should find if you compare parameter estimates for the two analyses that the parameter estimates for the intercepts and the non-redundant estimates for gender ([gender=0]) are the same, and have the same standard errors. For the terms involving just covariates or products of covariates, I expect that you will find the parameter estimates to differ between the two analyses and produce different t statistics. For interactions involving gender and covariates (which is all the other variables or products created outside the procedure), I expect the estimates will be the same in magnitude and opposite in sign, with the same standard errors.
None of the estimates or tests here are wrong. The models fitted involve interaction effects. An interaction means that effect of one variable varies by the levels of the other variable(s) in the interaction, and in order to estimate the same simple effects you have to parameterize the model in the same way, at least as far as the non-redundant parameters are concerned. However, to get the Type III tests for all terms to be identical, it's not always enough to have the same parameter estimates and standard errors. Type III tests involve a concept called containment that must also be considered.
For two effects in a model, effect A is contained in effect B if:
A and B contain the same covariate terms, if any.
B contains all factor effects in A, and at least one more (with the intercept being contained in all factor-only effects).
In your original model, the intercept is included in the gender effect, gender is not included in any effects, and all the covariate main effects and two-way interactions among covariates are contained within the interactions between those terms and gender, while the three-way interactions (which include gender) are not contained within any other effects.
Type III sums of squares (not invented by SPSS, but by our friends at SAS) are based on linear combinations of parameters where a given effect is adjusted for any effects that do not contain it, and made orthogonal to any effects that contain it. The practical application of these rules is complicated (see Appendix H of the algorithms).
If you recode the gender variable to swap the 0 and 1 values, specify it as a covariate along with all the other variables, and fit the same model, you should be able to match all the non-redundant parameter estimates from the original model, along with their standard errors and t statistics. However, because the containment relationships in the original model are no longer there, the Type III tests for the terms not involving gender (which were previously contained in terms involving gender) will not match up.
The bottom line is that all results are translatable and all correct for what's being done, and that in order to make much sense out of individual terms you have to carefully focus on what's being estimated in a given parameterization, as well as the containment relationships. The difficult part gets simpler when you take seriously the fact that when variable X is involved in interaction terms, there is no single estimate of the effect of X. Any estimates are conditional one where you fix the value(s) of the terms with which X interacts.

Confusion in understanding Q(s,a) formula for Reinforcement Learning MDP?

I was trying to understand the proof why policy improvement theorem can be applied on epsilon-greedy policy.
The proof starts with the mathematical definition -
I am confused on the very first line of the proof.
This equation is the Bellman expectation equation for Q(s,a), while V(s) and Q(s,a) follow the relation -
So how can we ever derive the first line of the proof?
The optimal control problem was first introduced in the 1950s. The problem was to design a controller to maximize or minimize an objective function. Richard Bellman approached this optimal control problem by introducing the Bellman Equation:
Where the value is equivalent to the discounted sum of the rewards. If we take the first time step out, we get the following:
Subsequently, classic reinforcement learning is based on the Markov Decision Process, and assumes all state transitions are known. Thus the equation becomes the following:
That is, the summation is equivalent to the summation of all possible transitions from the that state, multiplied by the reward for achieving the new state.
The above equations are written in the value form. Sometimes, we want the value to also be a function of the action, thus creating the action-value. The conversion of the above equation to the action value form is:
The biggest issue with this equation is that in real life, the transitional probabilities are in fact not known. It is impossible to know the transitional probabilities of every single state unless the problem is extremely simple. To solve this problem, we usually just take the max of the future discounted portion. That is, we assume we behave optimally in the future, rather than taking the average of all possible scenarios.
However, the environment can be heavily stochastic in a real scenario. Therefore, the best estimate of the action-value function in any state is simply an estimate. And the post probabilistic case is the expected value. Thus, giving you:
The reward notation is t+1 in your equation. This is mainly because of different interpretations. The proof above still holds for your notation. It is simply saying you won't know your reward until you get to your next sampling time.

Policy Iteration vs Value Iteration

In reinforcement learning, I'm trying to understand the difference between policy iteration, and value iteration. There are some general answers to this out there, but I have two specific queries which I cannot find an answer to.
1) I have heard that policy iteration "works forwards", whereas value iteration "works backwards". What does this mean? I thought that both methods just take each state, then look at all the other states it can reach, and compute the value from this -- either by marginalising over the policy's action distribution (policy iteration) or by taking that argmax with regards to the action values (value iteration). So why is there any notion of the "direction" in which each method "moves"?
2) Policy iteration requires an iterative process during policy evaluation, to find the value function -- by However, value iteration just requires one step. Why is this different? Why does value iteration converge in just one step?
Thank you!
The answer provided by #Nick Walker is right and quite complete, however I would like to add a graphical explanation of the difference between Value iteration and Policy iteration, which maybe help to answer the second part of your question.
Both methods, PI and VI, follow the same working principle based in Generalized Policy Iteration. This basically means that they alternate between improving the policy (which requires knowing its value function), and computing the value function of the new, improved, policy.
At the end of this iterative process, both, the value and the policy, converge to the optimal.
However, it was notice that is not necessary to compute exactly the full value function, instead, one step is necessary to allow the convergence. In the following figure, (b) represents the operations performed by Policy Iteration, where the full value function is computed. While (d) shows how Value iteration works.
Obviously this representation of both methods are simplistic, but it highlights the difference between the key idea behind each algorithm.
I have heard that policy iteration "works forwards", whereas value iteration "works backwards". What does this mean?
I can't find anything online that describes policy iteration and value iteration in terms of direction, and to my knowledge this is not a common way to explain the difference between them.
One possibility is that someone was referring to visual impression of values propagating in value iteration. After the first sweep, values are correct on a 1 timestep horizon. Each value correctly tells you what to do to maximize your cumulative reward if you have 1 tilmestep to live. This means that that states that transition to the terminal state and receive a reward have positive values while most everything else is 0. Each sweep, the values become correct for one timestep longer of a horizon. So the values creep backwards from the terminal state towards the start state as the horizon expands. In policy iteration, instead of just propagating values back one step, you calculate the complete value function for the current policy. Then you improve the policy and repeat. I can't say that this has a forward connotation to it, but it certainly lacks the backwards appearance. You may want to see Pablo's answer to a similar question for another explanation of the differences that may help you contextualize what you have heard.
It's also possible that you heard about this forwards-backwards contrast in regards to something related, but different; implementations of temporal difference learning algorithms. In this case, the direction refers to the direction in which you look when making an update to state-action values; forwards means you need to have information about the results of future actions, while backwards means you only need information about things that happened previously. You can read about this in chapter 12 of Reinforcement Learning: An Introduction 2nd edition.
Why does policy iteration have to do a bunch of value function calculations when value iteration seemingly just does one that ends up being optimal? Why does value iteration converge in just one step?
In policy evaluation, we already have a policy and we're just calculating the value of taking actions as it dictates. It repeatedly looks at each state and moves the state's value towards the values of the states that the policy's action will transition to (until the values stop changing and we consider it converged). This value function is not optimal. It's only useful because we can use it in combination with the policy improvement theorem to improve the policy. The expensive process of extracting a new policy, which requires us to maximize over actions in a state, happens infrequently, and policies seem to converge pretty quickly. So even though the policy evaluation step looks like it would be time consuming, PI is actually pretty fast.
Value iteration is just policy iteration where you do exactly one iteration of policy evaluation and extract a new policy at the same time (maximizing over actions is the implicit policy extraction). Then you repeat this iterate-extract procedure over and over until the values stop changing. The fact that these steps are merged together makes it look more straightforward on paper, but maximizing at each sweep is expensive and means that value iteration is often slower than policy iteration.

Different rewards for same state in reinforcement learning

I want to implement Q-Learning for the Chrome dinosaur game (the one you can play when you are offline).
I defined my state as: distance to next obstacle, speed and the size of the next obstacle.
For the reward I wanted to use the number of successfully passed obstacles, but it could happen that the same state has different immediate rewards. The same type of obstacle could reappear later in the game, but the reward for passing it would be higher because more obstacles have already been passed.
My question now is: Is this a problem or would Q-Learning still work? If not is there a better way?
The definition of an MDP says that the reward r(s,a,s') is defined to be the expected reward for taking action a in state s to search state s'. This means that a given (s,a,s') can have a constant reward, or some distribution of rewards as long as it has a well defined expectation. As you've defined it, the reward is proportional to the number of obstacles passed. Because the game can continue forever, the reward for some (s,a,s') begins to look like the sum of the natural numbers. This series diverges so it does not have an expectation. In practice, if you ran Q-learning you would probably see the value function diverge (NaN values), but the policy in the middle of learning might be okay because the values that will grow the fastest will be the best state action pairs.
To avoid this, you should choose a different reward function. You could reward the agent with whatever its score is when it dies (big reward at the end, zero otherwise). You would also be fine giving a living reward (small reward each time step) as long as the agent has no choice but to move forward. As long as the highest total rewards are assigned to the longest runs (and the expectation of the reward for a (s,a,s') tuple is well defined) it's good.

is Q-learning without a final state even possible?

I have to solve this problem with Q-learning.
Well, actually I have to evaluated a Q-learning based policy on it.
I am a tourist manager.
I have n hotels, each can contain a different number of persons.
for each person I put in a hotel I get a reward, based on which room I have chosen.
If I want I can also murder the person, so it goes in no hotel but it gives me a different reward.
(OK,that's a joke...but it's to say that I can have a self transition. so the number of people in my rooms doesn't change after that action).
my state is a vector containing the number of persons in each hotel.
my action is a vector of zeroes and ones which tells me where do I
put the new person.
my reward matrix is formed by the rewards I get for each transition
between states (even the self transition one).
now,since I can get an unlimited number of people (i.e. I can fill it but I can go on killing them) how can I build the Q matrix? without the Q matrix I can't get a policy and so I can't evaluate it...
What do I see wrongly? should I choose a random state as final? Do I have missed the point at all?
This question is old, but I think merits an answer.
One of the issues is that there is not necessarily the notion of an episode, and corresponding terminal state. Rather, this is a continuing problem. Your goal is to maximize your reward forever into the future. In this case, there is discount factor gamma less than one that essentially specifies how far you look into the future on each step. The return is specified as the cumulative discounted sum of future rewards. For episodic problems, it is common to use a discount of 1, with the return being the cumulative sum of future rewards until the end of an episode is reached.
To learn the optimal Q, which is the expected return for following the optimal policy, you have to have a way to perform the off-policy Q-learning updates. If you are using sample transitions to get Q-learning updates, then you will have to specify a behavior policy that takes actions in the environment to get those samples. To understand more about Q-learning, you should read the standard introductory RL textbook: "Reinforcement Learning: An Introduction", Sutton and Barto.
RL problems don't need a final state per se. What they need is reward states. So, as long as you have some rewards, you are good to go, I think.
I don't have a lot of XP with RL problems like this one. As a commenter suggests, this sounds like a really huge state space. If you are comfortable with using a discrete approach, you would get a good start and learn something about your problem by limiting the scope (finite number of people and hotels/rooms) of the problem and turning Q-learning loose on the smaller state matrix.
OR, you could jump right into a method that can handle infinite state space like an neural network.
In my experience if you have the patience of trying the smaller problem first, you will be better prepared to solve the bigger one next.
Maybe it isn't an answer on "is it possible?", but... Read about r-learning, to solve this particular problem you may want to learn not only Q- or V-function, but also rho - expected reward over time. Joint learning of Q and rho results in better strategy.
To iterate on the above response, with an infinite state space, you definitely should consider generalization of some sort for your Q Function. You will get more value out of your Q function response in an infinite space. You could experiment with several different function approximations, whether that is simple linear regression or a neural network.
Like Martha said, you will need to have a gamma less than one to account for the infinite horizon. Otherwise, you would be trying to determine the fitness of N amount of policies that all equal infinity, which means you will not be able to measure the optimal policy.
The main thing I wanted to add here though for anyone reading this later is the significance of reward shaping. In an infinite problem, where there isn't that final large reward, sub-optimal reward loops can occur, where the agent gets "stuck", since maybe a certain state has a reward higher than any of its neighbors in a finite horizon (which was defined by gamma). To account for that, you want to make sure you penalize the agent for landing in the same state multiple times to avoid these suboptimal loops. Obviously, exploration is extremely important as well, and when the problem is infinite, some amount of exploration will always be necessary.

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