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StarAI: Deep Reinforcement Learning

This is a 7 week course by Sydney Machine Learning covering value based RL and policy based methods, and is hosted at Microsoft Reactor Sydney, which is one of 5 spaces newly commisioned by MS for meetups, startups, lectures, workshops, all kinds of coomunity outreach stuff.

So here goes my notes:

Introduction to Reinforcement Learning

In this lecture, we will take you on a journey into the near future by discussing the recent developments in the field of Reinforcement Learning - by introducing you to what Reinforcement Learning is, how it differs from Deep Learning and the future impact of RL technology.

  • the rl problem: Agent -> Action -> Environment -> State, Reward -> Agent
  • Deep Minds paper - Human level control through deep reinforcement level - rocked the world, nature put it on their cover, first step towards Artificial General Intelligence - the holy grail of AI.
  • before this paper, ppl wrote specific algos to do stuff, which needed tons of domain expertise, like IBM's Deep Blue, and it could only do the one thing.
  • RL can be thrown at different problems and it can adapt and sovle them without needing domain expertise.
  • DQN achieved superhuman performance on many of the old atari games, like breakout
  • Andrej Karpathy has a RL demo here

The Epsilon Greedy Algorithm

In this lecture, we introduce you to your very first RL algorithm, Epsilon Greedy. We start off by exploring a toy problem known as the "multi armed bandit problem" or in english- how to win at slot machines! We then dive down into how Epsilon-Greedy solves the bandit problem, go on a detour introducing OpenAi Gym (and why it is important!) and finally hand you over to your first exercise, solving the bandit problem in OpenAi Gym.

  • RL definition: finding the optimal stategey to do something in the face of massive uncertainity
  • policy is the fancy name used in RL for the strategy we are following to solve a problem
    • for example, to cross a road, we can have a strategy to stop at red lights, and since that sounds too simple, we call it a policy to make it sound more buzzwordy.
  • multi armed bandit - how do choose the best slot machine to use, given we don't know the different payouts,so lots of uncertainity!
  • RL has a lot of links to real life - many real life things can be looked at from a RL frame, like dating, finding a job, stock trading
  • math refresher: the bell curve, or the normal distribution is centered around the mean.
  • with the multi armed bandit problem, we can play them many times and plot their rewards
  • epsilon controls the ratio of exploration to exploitation
    • when e=1 exploration is maximized, choose actions at random
    • when e=1 exploitation is maximized, always choose what we think is the best action
    • we can subtract any mathematical function to scale epsilon: e = 1 - f(x)
    • simple strategy - start at 1, then with time scale it down to near zero. (we never want it to be zero)
  • in a casino, the epsilon greedy algo works like so:
    • we sample each bandit, and with time decrease epsilon. as we gather data we build a reward distribution for each slot machine.
    • we find the distribution with the highest return, and we're done!
  • notebook implementing the multi-armed bandit problem using the epsilon greedy algo using OpenAI Gym

Markov Decision Processes, Dynamic Programming

In this lecture you will learn the fundamentals of Reinforcement Learning. We start off by discussing the Markov environment and its properties, gradually building our understanding of the intuition behind the Markov Decision Process and its elements, like state-value function, action-value function and policies. We then move on to discussing Bellman equations and the intuition behind them. At the end we will explore one of the Bellman equation implementations, using the Dynamic Programming approach and finish with an exercise, where you will implement state-value and action-value functions algorithms and find an optimal policy to solve the Gridworld problem.

  • markov property: the future only depends on the current state, not the history
  • markov processs is a memoryless random process, a sequence of states with Markov Property
  • State has all necessary info from the previous states, so no need to keep any history
    • we understand everything about the environment
    • in reality we don't know everything, or there are environmental changes like the floor has become slippery
    • mdp provides a framework in which to work
  • Markov Chains
  • Bellman Equations decompose the value function into the immediate reward plus the discounted future values.
  • dynamic programming: solve a complex problem by breaking it down into simpler subproblems.
    • applies to MDP

todo

  • code a simple gridworld with state value function
  • add pic of mdp
  • add notes from Sutton RL book

Monto Carlo Sampling, Temporal Difference Learning

In this short session, you will be introduced to the concepts of Monte-Carlo and Temporal Difference sampling. You will start off discussing the limitations of classic MDP and how they can be solved using MC and TD. In the second part of the lecture, you will learn the difference between MC and TD and when to apply each technique. This knowledge learned in this session will then be applied in next lecture's practical exercise.

  • tabular q learning
    • q values are inherently estimates (unless we have a perfect view of the world)
  • temporal difference learning: you don't wait for a long time before you start learning
    • update the value of our actions from past experience
  • there are no action values associated with terminal states
  • discount values: high if we care about far into the future actions, low if we don't
    • a higher discount val like 0.9 will propagate futher out, leading our agent towards a reward
    • low discount vals means the reward signal dies out quicker,

todo

  • make a notebook to solve the simple problem presented in wk3. use q-learning

Tabular Q Gridworld

In this session, participants will focus on a specific method of Temporal Difference Learning called Tabular Q Learning. Participants will learn the theory behind Q Learning, implement the different components bit by bit and combine these components to solve the robot in a maze scenario.

Tabular Q Cartpole

In this session, participants will explore the problem of an environment where observations are continuous variables. Participants will learn the discretisation technique and implement this with the previous components to solve the problem of keeping a cart pole upright without having any understanding of the observations.

Neural Q-Learning Theory

Neural Q-Learning builds on the theory developed in previous sessions, augmenting the tabular Q-Learning algorithm with the powerful function approximation capabilities of Neural Networks. NQL is the "base" algorithm unifying Neural Networks and Reinforcement Learning, and participants will be exposed to both the impressive generalization properties of this algorithm, as well as some of it's potential drawbacks and limitations.

  • deep learning bubble is blowing up, but RL is still hot
  • RL is a very active and developing field.
  • think of neural nets as universal function approximaters, should be able to approximate any high dimenensial function
  • think of neural nets as being able to fit any N dimensional surface
  • Problems with tabular Aproach:
    • q-tables increases exponentially with action resolution and run out of memory
    • can't generalize similar states, so if we get a new similar state, the q-table can't deal with it
  • neural networks can map similar states to other states
  • why NN? why not KNN or interpolation? Been done with Neural Episodic Control.
  • a q surace for any real environment is very complex, so its simpler to represent that surface with a neural net
  • cartpole is controllable with two controls (left, right) so this is a linear control problem which only needs a 1 layer NN. The complexity of the NN depends on the complexity of the problem.
  • intuition in 2d doesn't extend to higher dimensions - for example increasing dimensions first increases volume then it shrinks.
    • hand wavy explanation: as you increase dimensions, the shape collapses along the axis
  • NN are universal function approximators in theory but in practice we're constrained by memory, compute and simulation accuracy/data.
    • ppl are exploring things like starcraft to see how complex an environment RL can learn given todays compute
  • tip: Use the simplest possible network which fits the environment we're trying to control
  • Why NN? We can use any function approximator. NN's just happen to be easy and good at the moment. Some work uses tools like decision trees.
  • NQL is just the use of a neural network to approximate the Q function. Been done since the 90's.
  • DQN is ambigious, usually refers to the Minh 2015 algoriithim paper. Uses ConvNet and tricks to make the NN stable.
  • gradient descent / hill climbing almost always walks with high dimensial problems. High D means theres always a way to move in the direction we want to go to to acheive lower loss.
  • with each env step, we take one optimization step - only one optimization step as the q values we get from the network are initially random, so we don't want to optimize too early.
  • RL NNs are often brittle

DQN

Deep Q-Networks refer to the method proposed by Deepmind in 2014 to learn to play ATARI2600 games from the raw pixel observations. This hugely influential method kick-started the resurgence in interest in Deep Reinforcement Learning, however it's core contributions deal simply with the stabilization of the NQL algorithm. In these session these key innovations (Experience Replay, Target Networks, and Huber Loss) are stepped though, taking the participants from the relatively unstable NQL algorithm to a fully-implemented DQN.

  • dqn is the base network for RL now

  • uses ConvNets, so have to batch, which helps RL

  • Replay helps lower variance:

    • we're correlating the experieces which we're batching, so we randomly sample from the replay buffer instead of just using the most recent states sampled
  • target networks: only update the network every N steps, prevents us from moving into a bad area

  • huber loss: tf.losses.huber_loss() - its not differentiable.

  • important to design the reward function properly so it doesn't mess up our q values

  • two main things they did to allow ConvNets to train

    • ? ?

Policy Gradient Methods

In previous lectures, you were introduced to DQN - an algorithm that falls under the first major branch of Reinforcement Learning, "Value Based Methods". In this lecture, we introduce you to "Policy Gradient methods" the second major branch of Reinforcement Learning where we learn to manipulate the object we care about the most - the policy - directly.

[] make a policy gradient notebook solving cartpole and a couple other openai envs [] fix notes

  • policy gradients in a nutshell: do stuff (under current policy), learn which stuff led to good outcomes, do more of that
  • a policy is any underlying mathematical function that maps your current state to your next action
  • Edge of Tomorrow is a great explanation of policy gradients
  • policy gradients are fundamentally different to value based approaches
  • why policy gradients vs other methods?
    • they can deal with high dimensions
    • they can learn a stochastic policy, which value functions can't
  • On policy vs off policy
    • off-policy: q learning, collecting data, learning from it
    • on policy: learn from trial and error
  • Parameterization allows us to adjust our policy function
  • function approximation: we need some way of representing what action to take, given our current state
    • neural nets are the most powerful function approximators we have
  • distributions: we need a way to represent the actions available to us in an environment
    • often use the Bernoulli distribution - its discrete, gives us a % change of getting a return from the buckets in our set
    • so we are using parametrized function approximation of a bernoulli distribution
  • Monte Carlo Sampling: we need some way of estimating our performance in an environment
    • allows us to collect a whole batch of episodes
    • episodes allows us to compare performance of one vs the other and make the good ones more probable

Resources:


holding area, fix up with real notes when I get to it

Week 6 - Lesson 6 - Proximal Policy Optimization Algorithms

Proximal Policy Optimization is a state-of-the art method for continuous control and is currently OpenAI's "RL algorithm of choice". PPO is a heuristic version of TRPO (another continuous control algorithm that is highly justified analytically), that extends the concept of Vanilla Policy Gradients by considering the geometry of the parameter space. In this lecture we outline the motivations behind PPO and develop a basic implementation - taking the students to the very edge of current RL research.

Week 7 - Lesson 7 - DQN in Blizzard-Deepmind's PySC2 - Move to Beacon

Starcraft 2 is a real time strategy game with highly complicated dynamics and rich multi-layered gameplay - which also makes it an ideal environment for AI research. PySC2 is Deepmind's open source library for interfacing with Blizzard's Starcraft 2 game. This session will introduce the PySC2 API, the observation space and the action spaces available & participants will build a simple DQN agent to play the Move to Beacon minigame provided with PySC2.

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