Reinforcement Learning

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Introduction

The idea that we learn by interacting with our environment is probably the first to occur to us when we think about the nature of learning. When an infant plays, waves its arms, or looks about, it has no explicit teacher, but it does have a direct sensorimotor connection to its environment. Exercising this connection produces a wealth of information about cause and effect, about the consequences of actions, and about what to do in order to achieve goals. Throughout our lives, such interactions are undoubtedly a major source of knowledge about our environment and ourselves. Whether we are learning to drive a car or to hold a conversation, we are acutely aware of how our environment responds to what we do, and we seek to influence what happens through our behavior. Learning from interaction is a foundational idea underlying nearly all theories of learning and intelligence.

In this book we explore a computational approach to learning from interaction. Rather than directly theorizing about how people or animals learn, we primarily explore idealized learning situations and evaluate the effectiveness of various learning methods. That is, we adopt the perspective of an artificial intelligence researcher or engineer. We explore designs for machines that are effective in solving learning problems of scientific or economic interest, evaluating the designs through mathematical analysis or computational experiments. The approach we explore, called reinforcement learning , is much more focused on goal-directed learning from interaction than are other approaches to machine learning.

Reinforcement Learning

Reinforcement learning is learning what to do—how to map situations to actions—so as to maximize a numerical reward signal. The learner is not told which actions to take, but instead must discover which actions yield the most reward by trying them. In the most interesting and challenging cases, actions may affect not only the immediate reward but also the next situation and, through that, all subsequent rewards. These two characteristics—trial-and-error search and delayed reward—are the two most important distinguishing features of reinforcement learning.

Reinforcement learning, like many topics whose names end with “ing,” such as machine learning and mountaineering, is simultaneously a problem, a class of solution methods that work well on the problem, and the field that studies this problem and its solution methods. It is convenient to use a single name for all three things, but at the same time essential to keep the three conceptually separate. In particular, the distinction between problems and solution methods is very important in reinforcement learning; failing to make this distinction is the source of many confusions.

We formalize the problem of reinforcement learning using ideas from dynamical systems theory, specifically, as the optimal control of incompletely-known Markov decision processes. The details of this formalization must wait until Chapter 3, but the basic idea is simply to capture the most important aspects of the real problem facing a learning agent interacting over time with its environment to achieve a goal. A learning agent must be able to sense the state of its environment to some extent and must be able to take actions that affect the state. The agent also must have a goal or goals relating to the state of the environment. Markov decision processes are intended to include just these three aspects—sensation, action, and goal—in their simplest possible forms without trivializing any of them. Any method that is well suited to solving such problems we consider to be a reinforcement learning method.

Reinforcement learning is different from supervised learning, the kind of learning studied in most current research in the field of machine learning. Supervised learning is learning from a training set of labeled examples provided by a knowledgeable external supervisor. Each example is a description of a situation together with a specification—the label—of the correct action the system should take in that situation, which is often to identify a category to which the situation belongs. The object of this kind of learning is for the system to extrapolate, or generalize, its responses so that it acts correctly in situations not present in the training set. This is an important kind of learning, but alone it is not adequate for learning from interaction. In interactive problems it is often impractical to obtain examples of desired behavior that are both correct and representative of all the situations in which the agent has to act. In uncharted territory—where one would expect learning to be most beneficial—an agent must be able to learn from its own experience.

Reinforcement learning is also different from what machine learning researchers call unsupervised learning, which is typically about finding structure hidden in collections of unlabeled data. The terms supervised learning and unsupervised learning would seem to exhaustively classify machine learning paradigms, but they do not. Although one might be tempted to think of reinforcement learning as a kind of unsupervised learning because it does not rely on examples of correct behavior, reinforcement learning is trying to maximize a reward signal instead of trying to find hidden structure. Uncovering structure in an agent’s experience can certainly be useful in reinforcement learning, but by itself does not address the reinforcement learning problem of maximizing a reward signal. We therefore consider reinforcement learning to be a third machine learning paradigm, alongside supervised learning and unsupervised learning and perhaps other paradigms.

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Attribution

Richard S. Sutton and Andrew G. Barto (2018, 2020), Reinforcement Learning – An Introduction, URL: http://incompleteideas.net/book/RLbook2020.pdf

This work is licensed under Attribution-NonCommercial-NoDerivs 2.0 Generic License:  (https://creativecommons.org/licenses/by-nc-nd/2.0/).

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