David Silver UCL强化学习课程学习笔记一之Introduction to Reinforcement Learning

Lecture 1: Introduction to Reinforcement
Learning
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About Reinforcement Learning

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The Reinforcement Learning Problem

之前的例子:
①强化学习是做出最佳决策的科学。它可以帮助我们制定活的物种所表现出的奖励动机行为。比方说,你想让一个孩子坐下来学习考试。要做到这一点非常困难,但是如果每次完成一章/主题时都给他一块巧克力,他就会明白,如果他继续学习,他会得到更多的巧克力棒。所以他会有一些学习考试的动机。
②孩子代表着Agent代理 。奖励制度和考试代表了Environment环境。今天的题目是类似于强化学习的States状态。所以,孩子必须决定哪些话题更重要(即计算每种行为的价值)。这将是我们的工作的 Value-Function价值方程。所以,每次他从一个国家到另一个国家旅行时,他都会得到Reward奖励,他用来在时间内完成主题的方法就是我们的Policy决策。

Rewards

所有的目标都可以用最大化的预期结果来描述积累的奖励。
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Agent and Environment

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History

history包含了一次经历中全部的observation、action和reward。

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三种State

agent state 是 agent 内部状态,用于通过 observation 得到输出的 action。

environment state 是环境的私有状态,用于通过agent 的 action 得到定输出的 reward 和 observation。

information state 包含全部history中的information,是马尔可夫状态。

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Inside An RL Agent(Major Components )

An RL agent may include one or more of these components:
Policy: agent’s behaviour function
Value function: how good is each state and/or action
Model: agent’s representation of the environment
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Problems within Reinforcement Learning

RL代理人的分类方式

按照有无价值方程和策略分类
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按照有无模型分类
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The authoritative textbook for reinforcement learning by Richard Sutton and Andrew Barto. Contents Preface Series Forward Summary of Notation I. The Problem 1. Introduction 1.1 Reinforcement Learning 1.2 Examples 1.3 Elements of Reinforcement Learning 1.4 An Extended Example: Tic-Tac-Toe 1.5 Summary 1.6 History of Reinforcement Learning 1.7 Bibliographical Remarks 2. Evaluative Feedback 2.1 An -Armed Bandit Problem 2.2 Action-Value Methods 2.3 Softmax Action Selection 2.4 Evaluation Versus Instruction 2.5 Incremental Implementation 2.6 Tracking a Nonstationary Problem 2.7 Optimistic Initial Values 2.8 Reinforcement Comparison 2.9 Pursuit Methods 2.10 Associative Search 2.11 Conclusions 2.12 Bibliographical and Historical Remarks 3. The Reinforcement Learning Problem 3.1 The Agent-Environment Interface 3.2 Goals and Rewards 3.3 Returns 3.4 Unified Notation for Episodic and Continuing Tasks 3.5 The Markov Property 3.6 Markov Decision Processes 3.7 Value Functions 3.8 Optimal Value Functions 3.9 Optimality and Approximation 3.10 Summary 3.11 Bibliographical and Historical Remarks II. Elementary Solution Methods 4. Dynamic Programming 4.1 Policy Evaluation 4.2 Policy Improvement 4.3 Policy Iteration 4.4 Value Iteration 4.5 Asynchronous Dynamic Programming 4.6 Generalized Policy Iteration 4.7 Efficiency of Dynamic Programming 4.8 Summary 4.9 Bibliographical and Historical Remarks 5. Monte Carlo Methods 5.1 Monte Carlo Policy Evaluation 5.2 Monte Carlo Estimation of Action Values 5.3 Monte Carlo Control 5.4 On-Policy Monte Carlo Control 5.5 Evaluating One Policy While Following Another 5.6 Off-Policy Monte Carlo Control 5.7 Incremental Implementation 5.8 Summary 5.9 Bibliographical and Historical Remarks 6. Temporal-Difference Learning 6.1 TD Prediction 6.2 Advantages of TD Prediction Methods 6.3 Optimality of TD(0) 6.4 Sarsa: On-Policy TD Control 6.5 Q-Learning: Off-Policy TD Control 6.6 Actor-Critic Methods 6.7 R-Learning for Undiscounted Continuing Tasks 6.8 Games, Afterstates, and Other Special Cases 6.9 Summary 6.10 Bibliographical and Historical Remarks III. A Unified View 7. Eligibility Traces 7.1 -Step TD Prediction 7.2 The Forward View of TD( ) 7.3 The Backward View of TD( ) 7.4 Equivalence of Forward and Backward Views 7.5 Sarsa( ) 7.6 Q( ) 7.7 Eligibility Traces for Actor-Critic Methods 7.8 Replacing Traces 7.9 Implementation Issues 7.10 Variable 7.11 Conclusions 7.12 Bibliographical and Historical Remarks 8. Generalization and Function Approximation 8.1 Value Prediction with Function Approximation 8.2 Gradient-Descent Methods 8.3 Linear Methods 8.3.1 Coarse Coding 8.3.2 Tile Coding 8.3.3 Radial Basis Functions 8.3.4 Kanerva Coding 8.4 Control with Function Approximation 8.5 Off-Policy Bootstrapping 8.6 Should We Bootstrap? 8.7 Summary 8.8 Bibliographical and Historical Remarks 9. Planning and Learning 9.1 Models and Planning 9.2 Integrating Planning, Acting, and Learning 9.3 When the Model Is Wrong 9.4 Prioritized Sweeping 9.5 Full vs. Sample Backups 9.6 Trajectory Sampling 9.7 Heuristic Search 9.8 Summary 9.9 Bibliographical and Historical Remarks 10. Dimensions of Reinforcement Learning 10.1 The Unified View 10.2 Other Frontier Dimensions 11. Case Studies 11.1 TD-Gammon 11.2 Samuel's Checkers Player 11.3 The Acrobot 11.4 Elevator Dispatching 11.5 Dynamic Channel Allocation 11.6 Job-Shop Scheduling Bibliography Index
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