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Reinforcement Learning Overview

2024-12-1027 turns498,856 charsgpt-4o, o11 fork(s)
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arXiv:2412.05265v1 [cs.AI] 6 Dec 2024 Reinforcement Learning: An Overview1 Kevin P. Murphy December 9, 2024 1Parts of this monograph are borrowed from chapters 34 and 35 of my textbook [Mur23]. However, I have added a lot of new material, so this text supercedes those chapters. Thanks to Lihong Li, who wrote Section 5.4 and parts of Section 1.4, and Pablo Samuel Castro, who proof-read a draft of this manuscript. 2 Contents 1 Introduction 9 1.1 Sequentialdecisionmaking ..................................... 9 1.1.1 Problemdefinition ...................................... 9 1.1.2 Universalmodel ....................................... 9 1.1.3 Episodicvscontinuingtasks................................. 11 1.1.4 Regret............................................. 12 1.1.5 Furtherreading........................................ 13 1.2 Canonicalexamples.......................................... 13 1.2.1 PartiallyobservedMDPs .................................. 13 1.2.2 Markovdecisionprocess(MDPs).............................. 13 1.2.3 ContextualMDPs ...................................... 14 1.2.4 Contextualbandits...................................... 15 1.2.5 BeliefstateMDPs ...................................... 15 1.2.6 Optimizationproblems.................................... 16 1.2.6.1 Best-armidentification .............................. 17 1.2.6.2 Bayesianoptimization............................... 17 1.2.6.3 Activelearning................................... 17 1.2.6.4 StochasticGradientDescent(SGD) ....................... 17 1.3 ReinforcementLearning ....................................... 18 1.3.1 Value-basedRL(ApproximateDynamicProgramming) . . . . . . . . . . . . . . . . . 18 1.3.2 Policy-basedRL ....................................... 19 1.3.3 Model-basedRL ....................................... 19 1.3.4 Dealingwithpartialobservability.............................. 20 1.3.4.1 Optimalsolution.................................. 20 1.3.4.2 Finiteobservationhistory............................. 20 1.3.4.3 Stateful(recurrent)policies............................ 20 1.3.5 Software............................................ 20 1.4 Exploration-exploitationtradeoff .................................. 21 1.4.1 Simpleheuristics ....................................... 21 1.4.2 MethodsbasedonthebeliefstateMDP .......................... 22 1.4.2.1 Banditcase(Gittinsindices) ........................... 22 1.4.2.2 MDPcase(BayesAdaptiveMDPs) ....................... 22 1.4.3 Upperconfidencebounds(UCBs).............................. 22 1.4.3.1 Basicidea...................................... 23 1.4.3.2 Banditcase:Frequentistapproach........................ 23 1.4.3.3 Banditcase:Bayesianapproach ......................... 23 1.4.3.4 MDPcase ..................................... 24 1.4.4 Thompsonsampling ..................................... 24 1.4.4.1 Banditcase..................................... 24 1.4.4.2 MDPcase(posteriorsamplingRL) ....................... 25 3 1.5 RLasaposteriorinferenceproblem ................................ 25 1.5.1 Modelingassumptions .................................... 26 1.5.2 Softvaluefunctions ..................................... 27 1.5.3 MaximumentropyRL .................................... 28 1.5.4 Activeinference........................................ 29 2 Value-based RL 31 2.1 Basicconcepts ............................................ 31 2.1.1 Valuefunctions........................................ 31 2.1.2 Bellman’sequations ..................................... 31 2.1.3 Example:1dgridworld ................................... 32 2.2 Computingthevaluefunctionandpolicygivenaknownworldmodel. . . . . . . . . . . . . . 33 2.2.1 Valueiteration ........................................ 33 2.2.2 Real-timedynamicprogramming(RTDP)......................... 34 2.2.3 Policyiteration........................................ 34 2.3 Computingthevaluefunctionwithoutknowingtheworldmodel . . . . . . . . . . . . . . . . 35 2.3.1 MonteCarloestimation ................................... 35 2.3.2 Temporaldifference(TD)learning ............................. 36 2.3.3 CombiningTDandMClearningusingTD(λ)....................... 36 2.3.4 Eligibilitytraces ....................................... 38 2.4 SARSA:on-policyTDcontrol.................................... 38 2.5 Q-learning:off-policyTDcontrol.................................. 39 2.5.1 TabularQlearning...................................... 39 2.5.2 Qlearningwithfunctionapproximation .......................... 41 2.5.2.1 NeuralfittedQ................................... 41 2.5.2.2 DQN ........................................ 41 2.5.2.3 Experiencereplay ................................. 42 2.5.2.4 Thedeadlytriad.................................. 42 2.5.2.5 Targetnetworks .................................. 43 2.5.2.6 Twotime-scalemethods.............................. 43 2.5.2.7 Layernorm..................................... 43 2.5.3 Maximizationbias ...................................... 44 2.5.3.1 DoubleQ-learning................................. 44 2.5.3.2 DoubleDQN.................................... 45 2.5.3.3 RandomizedensembleDQN ........................... 45 2.5.4 DQNextensions ....................................... 45 2.5.4.1 2.5.4.2 2.5.4.3 2.5.4.4 2.5.4.5 2.5.4.6 2.5.4.7 3 Policy-based RL Qlearningforcontinuousactions......................... 45 DuelingDQN.................................... 46 Noisynetsandexploration ............................ 46 Multi-stepDQN .................................. 46 Rainbow ...................................... 47 Bigger,Better,Faster ............................... 48 Othermethods................................... 48 49 3.1 Thepolicygradienttheorem..................................... 49 3.2 REINFORCE............................................. 50 3.3 Actor-criticmethods ......................................... 51 3.3.1 Advantageactorcritic(A2C) ................................ 52 3.3.2 Generalizedadvantageestimation(GAE) ......................... 53 3.3.3 Two-timescaleactorcriticalgorithms ........................... 54 3.3.4 Naturalpolicygradientmethods .............................. 54 4 3.3.4.1 Naturalgradientdescent ............................. 54 3.3.4.2 Naturalactorcritic ................................ 56 3.4 Policyimprovementmethods .................................... 56 3.4.1 Policyimprovementlowerbound .............................. 56 3.4.2 Trustregionpolicyoptimization(TRPO) ......................... 57 3.4.3 ProximalPolicyOptimization(PPO)............................ 57 3.4.4 VMPO............................................. 58 3.5 Off-policymethods.......................................... 59 3.5.1 Policyevaluationusingimportancesampling ....................... 59 3.5.2 Off-policyactorcriticmethods ............................... 60 3.5.2.1 LearningthecriticusingV-trace......................... 60 3.5.2.2 Learningtheactor................................. 61 3.5.2.3 IMPALA ...................................... 61 3.5.3 Off-policypolicyimprovementmethods .......................... 62 3.5.3.1 Off-policyPPO................................... 62 3.5.3.2 Off-policyVMPO ................................. 62 3.5.3.3 Off-policyTRPO.................................. 62 3.5.4 Softactor-critic(SAC).................................... 63 3.5.4.1 Policyevaluation.................................. 63 3.5.4.2 Policyimprovement:Gaussianpolicy ...................... 64 3.5.4.3 Policyimprovement:softmaxpolicy....................... 64 3.5.4.4 Adjustingthetemperature ............................ 64 3.6 Deterministicpolicygradientmethods ............................... 66 3.6.1 DDPG............................................. 67 3.6.2 TwinDelayedDDPG(TD3)................................. 67 4 Model-based RL 69 4.1 Decision-timeplanning........................................ 71 4.1.1 Modelpredictivecontrol(MPC) .............................. 71 4.1.2 Heuristicsearch........................................ 71 4.1.3 MonteCarlotreesearch................................... 72 4.1.3.1 AlphaGoandAlphaZero ............................. 72 4.1.3.2 MuZero....................................... 72 4.1.3.3 EfficientZero .................................... 73 4.1.4 Trajectoryoptimizationforcontinuousactions ...................... 73 4.1.4.1 Randomshooting ................................. 73 4.1.4.2 LQG ........................................ 73 4.1.4.3 CEM ........................................ 73 4.1.4.4 MPPI........................................ 74 4.1.4.5 GP-MPC...................................... 74 4.1.5 SMCforMPC ........................................ 74 4.2 Backgroundplanning......................................... 76 4.2.1 Agame-theoreticperspectiveonMBRL .......................... 76 4.2.2 Dyna ............................................. 78 4.2.2.1 TabularDyna ................................... 78 4.2.2.2 Dynawithfunctionapproximation........................ 78 4.2.3 Dealingwithmodelerrorsanduncertainty......................... 79 4.2.3.1 Avoidingcompoundingerrorsinrollouts..................... 79 4.2.3.2 End-to-end differentiable learning of model and planner . . . . . . . . . . . . 80 4.2.3.3 Unifiedmodelandplanningvariationallowerbound . . . . . . . . . . . . . . 80 4.2.3.4 DynamicallyswitchingbetweenMFRLandMBRL. . . . . . . . . . . . . . . 80 4.3 Worldmodels............................................. 80 5 4.3.1 Generativeworldmodels................................... 80 4.3.1.1 Observation-spaceworldmodels ......................... 81 4.3.1.2 Factoredmodels .................................. 81 4.3.1.3 Latent-spaceworldmodels ............................ 81 4.3.1.4 Dreamer ...................................... 81 4.3.1.5 Iris ......................................... 83 4.3.2 Non-generativeworldmodels ................................ 84 4.3.2.1 Valueprediction .................................. 84 4.3.2.2 Selfprediction ................................... 85 4.3.2.3 Policyprediction.................................. 86 4.3.2.4 Observationprediction .............................. 86 4.3.2.5 Partialobservationprediction .......................... 86 4.3.2.6 BYOL-Explore................................... 88 4.4 Beyondone-stepmodels:predictiverepresentations........................ 88 4.4.1 Generalvaluefunctions ................................... 88 4.4.2 Successorrepresentations .................................. 88 4.4.3 Successormodels....................................... 91 4.4.3.1 LearningSMs ................................... 92 4.4.3.2 Jumpymodelsusinggeometricpolicycomposition . . . . . . . . . . . . . . . 92 4.4.4 Successorfeatures ...................................... 92 4.4.4.1 Generalizedpolicyimprovement ......................... 93 4.4.4.2 Optionkeyboard.................................. 94 4.4.4.3 LearningSFs.................................... 94 4.4.4.4 Choosingthetasks................................. 95 5 Other topics in RL 97 5.1 DistributionalRL........................................... 97 5.1.1 Quantileregressionmethods................................. 97 5.1.2 Replacingregressionwithclassification........................... 97 5.2 Rewardfunctions........................................... 98 5.2.1 Rewardhacking........................................ 98 5.2.2 Sparsereward......................................... 98 5.2.3 Rewardshaping........................................ 98 5.2.4 Intrinsicreward........................................ 99 5.2.4.1 Knowledge-basedintrinsicmotivation ...................... 99 5.2.4.2 Goal-basedintrinsicmotivation.......................... 100 5.3 HierarchicalRL............................................100 5.3.1 Feudal(goal-conditioned)HRL ............................... 100 5.3.1.1 HindsightExperienceRelabeling(HER)..................... 101 5.3.1.2 HierarchicalHER ................................. 101 5.3.1.3 Learningthesubgoalspace ............................ 102 5.3.2 Options............................................102 5.3.2.1 Definitions ..................................... 102 5.3.2.2 Learningoptions.................................. 103 5.4 Imitationlearning .......................................... 104 5.4.1 Imitationlearningbybehaviorcloning...........................104 5.4.2 Imitationlearningbyinversereinforcementlearning . . . . . . . . . . . . . . . . . . . 104 5.4.3 Imitationlearningbydivergenceminimization ...................... 105 5.5 OfflineRL...............................................105 5.5.1 Offlinemodel-freeRL .................................... 106 5.5.1.1 Policyconstraintmethods............................. 106 5.5.1.2 Behavior-constrained policy gradient methods . . . . . . . . . . . . . . . . . 107 6 5.5.1.3 Uncertaintypenalties ............................... 107 5.5.1.4 Conservative Q-learning and pessimistic value functions . . . . . . . . . . . . 107 5.5.2 Offlinemodel-basedRL ................................... 108 5.5.3 OfflineRLusingreward-conditionedsequencemodeling . . . . . . . . . . . . . . . . . 108 5.5.4 Hybridoffline/onlinemethods................................ 109 5.6 LLMsandRL.............................................109 5.6.1 RLforLLMs.........................................109 5.6.1.1 RLHF........................................110 5.6.1.2 Assistancegame .................................. 110 5.6.1.3 Run-timeinferenceasMPC............................ 110 5.6.2 LLMsforRL.........................................111 5.6.2.1 LLMsforpre-processingtheinput........................111 5.6.2.2 LLMsforrewards ................................. 111 5.6.2.3 LLMsforworldmodels .............................. 112 5.6.2.4 LLMsforpolicies ................................. 112 5.7 GeneralRL,AIXIanduniversalAGI................................ 113 7 8 Chapter 1 Introduction 1.1 Sequential decision making Reinforcement learning or RL is a class of methods for solving various kinds of sequential decision making tasks. In such tasks, we want to design an agent that interacts with an external environment. The agent maintains an internal state st, which it passes to its policy π to choose an action at = π(st). The environment responds by sending back an observation ot+1, which the agent uses to update its internal state using the state-update function st+1 = U(st,at,ot+1). See Figure 1.1 for an illustration. 1.1.1 Problem definition The goal of the agent is to choose a policy π so as to maximize the sum of expected rewards: 􏰍􏰓T 􏰎 Vπ(s0) = Ep(a0,s1,a1,...,aT ,sT |s0,π) R(st, at)|s0 (1.1) t=0 where s0 is the agent’s initial state, R(st,at) is the reward function that the agent uses to measure the value of performing an action in a given state, Vπ(s0) is the value function for policy π evaluated at s0, and the expectation is wrt p(a0,s1,a1,...,aT,sT|s0,π)=π(a0|s0)penv(o1|a0)δ(s1 =U(s0,a0,o1)) ×π(a1|s1)penv(o2|a1,o1)δ(s2 =U(s1,a1,o2)) (1.2) (1.3) (1.4) π∗ = arg max Ep0(s0) [Vπ(s0)] (1.5) π ×π(a2|s2)penv(o3|a1:2,o1:2)δ(s3 =U(s2,a2,o3))... where penv is the environment’s distribution over observations (which is usually unknown). We define the optimal policy as Note that picking a policy to maximize the sum of expected rewards is an instance of the maximum expected utility principle. There are various ways to design or learn an optimal policy, depending on the assumptions we make about the environment, and the form of the agent. We will discuss some of these options below. 1.1.2 Universal model A generic representation for sequential decision making problems (which is an extended version of the “universal modeling framework” proposed in [Pow22]) is shown in Figure 1.2. Here we have assumed the 9 Figure 1.1: A small agent interacting with a big external world. Figure 1.2: Diagram illustrating the interaction of the agent and environment. The agent has internal state st, and chooses action at based on its policy πt. It then predicts its next internal states, st+1|t, via the predict function P, and optionally predicts the resulting observation, oˆt+1, via the observation decoder D. The environment has (hidden) internal state zt, which gets updated by the world model W to give the new state zt+1 = W(zt,at) in response to the agent’s action. The environment also emits an observation ot+1 via the observation model O. This gets encoded to et+1 by the agent’s observation encoder E, which the agent uses to update its internal state using st+1 = U(st, at, et+1). The policy is parameterized by θt, and these parameters may be updated (at a slower time scale) by the RL policy πRL. Square nodes are functions, circles are variables (either random or deterministic). Dashed square nodes are stochastic functions that take an extra source of randomness (not shown). 10 environment can be modeled by a controlled Markov process1 with hidden state zt, which gets updated at each step in response to the agent’s action at. To allow for non-deterministic dynamics, we write this as zt+1 = W (zt , at , εzt ), where W is the environment’s state transition function (which is usually not known to the agent) and εzt is random system noise.2, The agent does not see the world state zt, but instead sees a potentially noisy and/or partial observation ot+1 = O(zt+1, εot+1) at each step, where εot+1 is random observation noise. For example, when navigating a maze, the agent may only see what is in front of it, rather than seeing everything in the world all at once; furthermore, even the current view may be corrupted by sensor noise. Any given image, such as one containing a door, could correspond to many different locations in the world (this is called perceptual aliasing), each of which may require a different action. Thus the agent needs use these observations to incrementally update its own internal belief state about the world, using the state update function st+1 = SU(st,at,ot+1); this represents the agent’s beliefs about the underlying world state zt, as well as the unknown world model W itself (or some proxy thereof). In the simplest setting, the internal st can just store all the past observations, ht = (o1:t, a1:t−1), but such non-parametric models can take a lot of time and space to work with, so we will usually consider parametric approximations. The agent can then pass its state to its policy to pick actions, using at+1 = πt(st+1). We can further elaborate the behavior of the agent by breaking the state-update function into two parts. First the agent predicts its own next state, st+1|t = P (st , at ), using a prediction function P , and then it updates this prediction given the observation using update function U, to give st+1 = U(st+1|t,ot+1). Thus the SU function is defined as the composition of the predict and update functions: st+1 = SU(st,at,ot+1) = U(P(st,at),ot+1). If the observations are high dimensional (e.g., images), the agent may choose to encode its observations into a low-dimensional embedding et+1 using an encoder, et+1 = E(ot+1); this can encourage the agent to focus on the relevant parts of the sensory signal. (The state update then becomes st+1 = U(st+1|t,et+1).) Optionally the agent can also learn to invert this encoder by training a decoder to predict the next observation using oˆt+1 = D(st+1|t); this can be a useful training signal, as we will discuss in Chapter 4. Finally, the agent needs to learn the action policy πt. We parameterize this by θt, so πt(st) = π(st; θt). These parameters themselves may need to be learned; we use the notation πRL to denote the RL policy which specifies how to update the policy parameters at each step. See Figure 1.2 for an illustration. We see that, in general, there are three interacting stochastic processes we need to deal with: the environment’s states zt (which are usually affected by the agents actions); the agent’s internal states st (which reflect its beliefs about the environment based on the observed data); and the the agent’s policy parameters θt (which are updated based on the information stored in the belief state). The reason there are so many RL algorithms is that this framework is very general. In the rest of this manuscript we will study special cases, where we make different assumptions about the environment’s state zt and dynamics, the agent’s state st and dynamics, the form of the action policy π(st|θt), and the form of the policy learning method θt+1 =πRL(θt,st,at,ot+1). 1.1.3 Episodic vs continuing tasks If the agent can potentially interact with the environment forever, we call it a continuing task. Alternatively, the agent is in an episodic task, if its interaction terminates once the system enters a terminal state or absorbing state, which is a state which transitions to itself with 0 reward. After entering a terminal state, we may start a new epsiode from a new initial world state z0 ∼ p0. (The agent will typically also reinitialize its own internal state s0.) The episode length is in general random. For example, the amount of time a robot takes to reach its goal may be quite variable, depending on the decisions it makes, and the randomness in the environment. Finally, if the trajectory length T in an episodic task is fixed and known, it is called a finite horizon problem. We define the return for a state at time t to be the sum of expected rewards obtained going forwards, 1The Markovian assumption is without loss of generality, since we can always condition on the entire past sequence of states by suitably expanding the Markovian state space. 2Representing a stochastic function as a deterministic function with some noisy inputs is known as a functional causal model, or structural equation model. This is standard practice in the control theory and causality communities. 11 where each reward is multiplied by a discount factor γ ∈ [0, 1]: Gt ≜rt +γrt+1 +γ2rt+2 +···+γT−t−1rT−1 (1.6) T −t−1 T −1 = 􏰓 γkrt+k=􏰓γj−trj (1.7) k=0 j=t where rt = R(st,at) is the reward, and Gt is the reward-to-go. For episodic tasks that terminate at time T, we define Gt = 0 for t ≥ T . Clearly, the return satisfies the following recursive relationship: Gt =rt +γ(rt+1 +γrt+2 +···)=rt +γGt+1 (1.8) Furthermore, we define the value function to be the expected reward-to-go: Vπ(st) = E[Gt|π] (1.9) The discount factor γ plays two roles. First, it ensures the return is finite even if T = ∞ (i.e., infinite horizon), provided we use γ < 1 and the rewards rt are bounded. Second, it puts more weight on short-term rewards, which generally has the effect of encouraging the agent to achieve its goals more quickly. (For example, if γ = 0.99, then an agent that reaches a terminal reward of 1.0 in 15 steps will receive an expected discounted reward of 0.9915 = 0.86, whereas if it takes 17 steps it will only get 0.9917 = 0.84.) However, if γ is too small, the agent will become too greedy. In the extreme case where γ = 0, the agent is completely myopic, and only tries to maximize its immediate reward. In general, the discount factor reflects the assumption that there is a probability of 1 − γ that the interaction will end at the next step. For finite horizon problems, where T is known, we can set γ = 1, since we know the life time of the agent a priori.3 1.1.4 Regret So far we have been discussing maximizing the reward. However, the upper bound on this is usually unknown, so it can be hard to know how well a given agent is doing. An alternative approach is to work in terms of the regret, which is defined as the difference between the expected reward under the agent’s policy and the oracle policy π∗, which knows the true MDP. Specifically, let πt be the agent’s policy at time t. Then the per-step regret at t is defined as lt ≜Es1:t 􏰂R(st,π∗(st))−Eπ(at|st)[R(st,at)]􏰃 (1.10) Here the expectation is with respect to randomness in choosing actions using the policy π, as well as earlier states, actions and rewards, as well as other potential sources of randomness. If we only care about the final performance of the agent, as in most optimization problems, it is enough to look at the simple regret at the last step, namely lT . Optimizing simple regret results in a problem known as pure exploration [BMS11], where the agent needs to interact with the environment to learn the underlying MDP; at the end, it can then solve for the resulting policy using planning methods (see Section 2.2). However, in RL, it is more common to focus on the cumulative regret, also called the total regret or just the regret, which is defined as 􏰍􏰓T 􏰎 LT ≜E lt (1.11) t=1 Thus the agent will accumulate reward (and regret) while it learns a model and policy. This is called earning while learning, and requires performing exploratory actions, to learn the model (and hence optimize long-term reward), while also performing actions that maximize the reward at each step. This requires solving the exploration-exploitation tradeoff, as we discussed in Section 1.4. 3We may also use γ = 1 for continuing tasks, targeting the (undiscounted) average reward criterion [Put94]. 12 1.1.5 Further reading In later chapters, we will describe methods for learning the best policy to maximize Vπ(s0) = E[G0|s0,π]). More details on RL can be found in textbooks such as [Sze10; SB18; Aga+22a; Pla22; ID19; RJ22; Li23; MMT24], and reviews such as [Aru+17; FL+18; Li18; Wen18a]. For details on how RL relates to control theory, see e.g., [Son98; Rec19; Ber19; Mey22], and for connections to operations research, see [Pow22]. 1.2 Canonical examples In this section, we describe different forms of model for the environment and the agent that have been studied in the literature. 1.2.1 Partially observed MDPs The model shown in Figure 1.2 is called a partially observable Markov decision process or POMDP (pronounced “pom-dee-pee”) [KLC98]. Typically the environment’s dynamics model is represented by a stochastic transition function, rather than a deterministic function with noise as an input. We can derive this transition function as follows: p(zt+1|zt,at)=Eεzt [I(zt+1 =W(zt,at,εzt))] (1.12) Similarly the stochastic observation function is given by p(ot+1|zt+1) = Eεot+1 􏰂I 􏰀ot+1 = O(zt+1, εot+1)􏰁􏰃 (1.13) Note that we can combine these two distributions to derive the joint world model pWO(zt+1,ot+1|zt,at). Also, we can use these distributions to derive the environment’s non-Markovian observation distribution, penv(ot+1|o1:t,a1:t), used in Equation (1.4), as follows: penv(ot+1|o1:t, a1:t) = 􏰓 p(ot+1|zt+1)p(zt+1|a1:t) (1.14) zt+1 p(zt+1|a1:t) = 􏰓 · · · 􏰓 p(z1|a1)p(z2|z1, a1) . . . p(zt+1|zt, at) (1.15) z1 zt If the world model (both p(o|z) and p(z′|z, a)) is known, then we can — in principle — solve for the optimal policy. The method requires that the agent’s internal state correspond to the belief state st = bt = p(zt|ht), where ht = (o1:t, a1:t−1) is the observation history. The belief state can be updated recursively using Bayes rule. See Section 1.2.5 for details. The belief state forms a sufficient statistic for the optimal policy. Unfortunately, computing the belief state and the resulting optimal policy is wildly intractable [PT87; KLC98]. We discuss some approximate methods in Section 1.3.4. 1.2.2 Markov decision process (MDPs) A Markov decision process [Put94] is a special case of a POMDP in which the environment states are observed, so zt = ot = st.4 We usually define an MDP in terms of the state transition matrix induced by the world model: pS(st+1|st,at) = Eεst [I(st+1 = W(st,at,εst))] (1.16) 4The field of control theory uses slightly different terminology and notation. In particular, the environment is called the plant, and the agent is called the controller. States are denoted by xt ∈ X ⊆ RD , actions are denoted by ut ∈ U ⊆ RK , and rewards are replaced by costs ct ∈ R. 13 Figure 1.3: Illustration of an MDP as a finite state machine (FSM). The MDP has three discrete states (green cirlces), two discrete actions (orange circles), and two non-zero rewards (orange arrows). The numbers on the black edges represent state transition probabilities, e.g., p(s′ = s0 |a = a0 , s′ = s0 ) = 0.7; most state transitions are impossible (probability 0), so the graph is sparse. The numbers on the yellow wiggly edges represent expected rewards, e.g., R(s = s1 , a = a0 , s′ = s0 ) = +5; state transitions with zero reward are not annotated. From https://en.wikipedia.org/wiki/Markov_decision_process. Used with kind permission of Wikipedia author waldoalvarez. In lieu of an observation model, we assume the environment (as opposed to the agent) sends out a reward signal, sampled from pR(rt|st, at, st+1). The ex􏰓pected reward is then given by R(st,at,st+1)= r pR(r|st,at,st+1) (1.17) 􏰓r st+1 Given a stochastic policy π(at|st), the agent can interact with the environment over many steps. Each step is called a transition, and consists of the tuple (st,at,rt,st+1), where at ∼ π(·|st), st+1 ∼ pS(st,at), and rt ∼ pR(st, at, st+1). Hence, under policy π, the probability of generating a trajectory length T , τ =(s0,a0,r0,s1,a1,r1,s2,...,sT),canbewrittenexplicitlyas T􏰔−1 t=0 In general, the state and action sets of an MDP can be discrete or continuous. When both sets are finite, we can represent these functions as lookup tables; this is known as a tabular representation. In this case, we can represent the MDP as a finite state machine, which is a graph where nodes correspond to states, and edges correspond to actions and the resulting rewards and next states. Figure 1.3 gives a simple example of an MDP with 3 states and 2 actions. If we know the world model pS and pR, and if the state and action space is tabular, then we can solve for the optimal policy using dynamic programming techniques, as we discuss in Section 2.2. However, typically the world model is unknown, and the states and actions may need complex nonlinear models to represent their transitions. In such cases, we will have to use RL methods to learn a good policy. 1.2.3 Contextual MDPs A Contextual MDP [HDCM15] is an MDP where the dynamics and rewards of the environment depend on a hidden static parameter referred to as the context. (This is different to a contextual bandit, discussed in Section 1.2.4, where the context is observed at each step.) A simple example of a contextual MDP is a video game, where each level of the game is procedurally generated, that is, it is randomly generated each time the agent starts a new episode. Thus the agent must solve a sequence of related MDPs, which are 14 p(τ) = p0(s0) π(at|st)pS(st+1|st,at)pR(rt|st,at,st+1) (1.19) R(st,at) = pS(st+1|st,at)R(st,at,st+1) (1.18) drawn from a common distribution. This requires the agent to generalize across multiple MDPs, rather than overfitting to a specific environment [Cob+19; Kir+21; Tom+22]. (This form of generalization is different from generalization within an MDP, which requires generalizing across states, rather than across environments; both are important.) A contextual MDP is a special kind of POMDP where the hidden variable corresponds to the unknown parameters of the model. In [Gho+21], they call this an epistemic POMDP, which is closely related to the concept of belief state MDP which we discuss in Section 1.2.5. 1.2.4 Contextual bandits A contextual bandit is a special case of a POMDP where the world state transition function is independent of the action of the agent and the previous state, i.e., p(zt|zt−1, at) = p(zt). In this case, we call the world states “contexts”; these are observable by the agent, i.e., ot = zt. Since the world state distribution is independent of the agents actions, the agent has no effect on the external environment. However, its actions do affect the rewards that it receives. Thus the agent’s internal belief state — about the underlying reward function R(o, a) — does change over time, as the agent learns a model of the world (see Section 1.2.5). A special case of a contextual bandit is a regular bandit, in which there is no context, or equivalently, st is some fixed constant that never changes. When there are a finite number of possible actions, A = {a1, . . . , aK }, this is called a multi-armed bandit.5 In this case the reward model has the form R(a) = f(wa), where wa are the parameters for arm a. Contextual bandits have many applications. For example, consider an online advertising system. In this case, the state st represents features of the web page that the user is currently looking at, and the action at represents the identity of the ad which the system chooses to show. Since the relevance of the ad depends on the page, the reward function has the form R(st,at), and hence the problem is contextual. The goal is to maximize the expected reward, which is equivalent to the expected number of times people click on ads; this is known as the click through rate or CTR. (See e.g., [Gra+10; Li+10; McM+13; Aga+14; Du+21; YZ22] for more information about this application.) Another application of contextual bandits arises in clinical trials [VBW15]. In this case, the state st are features of the current patient we are treating, and the action at is the treatment the doctor chooses to give them (e.g., a new drug or a placebo). For more details on bandits, see e.g., [LS19; Sli19]. 1.2.5 Belief state MDPs In this section, we describe a kind of MDP where the state represents a probability distribution, known as a belief state or information state, which is updated by the agent (“in its head”) as it receives information from the environment.6 More precisely, consider a contextual bandit problem, where the agent approximates the unknown reward by a function R(o,a) = f(o,a;w). Let us denote the posterior over the unknown parameters by bt = p(w|ht), where ht = {o1:t,a1:t,r1:t} is the history of past observations, actions and rewards. This belief state can be updated deterministically using Bayes’ rule; we denote this operation by bt+1 = BayesRule(bt, ot+1, at+1, rt+1). (This corresponds to the state update SU defined earlier.) Using this, we can define the following belief state MDP, with deterministic dynamics given by p(bt+1|bt, ot+1, at+1, rt+1) = I (bt+1 = BayesRule(bt, ot+1, at+1, rt+1)) (1.20) and reward function given by p(rt|ot,at,bt)=􏰕 pR(rt|ot,at;w)p(w|bt)dw (1.21) 5The terminology arises by analogy to a slot machine (sometimes called a “bandit”) in a casino. If there are K slot machines, each with different rewards (payout rates), then the agent (player) must explore the different machines until they have discovered which one is best, and can then stick to exploiting it. 6Technically speaking, this is a POMDP, where we assume the states are observed, and the parameters are the unknown hidden random variables. This is in contrast to Section 1.2.1, where the states were not observed, and the parameters were assumed to be known. 15 Action 1 Success Fai l ur e Action 2 Success Fai l ur e , Success Action 1 Fai l ur e ,,,, ,, Figure 1.4: Illustration of sequential belief updating for a two-armed beta-Bernoulli bandit. The prior for the reward for action 1 is the (blue) uniform distribution Beta(1, 1); the prior for the reward for action 2 is the (orange) unimodal distribution Beta(2, 2). We update the parameters of the belief state based on the chosen action, and based on whether the observed reward is success (1) or failure (0). If we can solve this (PO)MDP, we have the optimal solution to the exploration-exploitation problem. As a simple example, consider a context-free Bernoulli bandit, where pR(r|a) = Ber(r|μa), and μa = pR(r = 1|a) = R(a) is the expected reward for taking action a. The only unknown parameters are w = μ1:A. Suppose we use a factored beta prior p0(w) = 􏰔 Beta(μa|α0a, β0a) a where w = (μ1, . . . , μK ). We can compute the posterior in closed form to get where (1.22) (1.23) (1.24) p(w|Dt) = 􏰔 Beta(μa| α0a + Nt0(a), β0a + Nt1(a)) 􏰞 􏰝􏰜 􏰟􏰞 􏰝􏰜 􏰟 a αat βta r 􏰓t−1 Nt (a) = I(ai = a,ri = r) i=1 This is illustrated in Figure 1.4 for a two-armed Bernoulli bandit. We can use a similar method for a Gaussian bandit, where pR(r|a) = N (r|μa, σa2). In the case of contextual bandits, the problem is conceptually the same, but becomes more complicated computationally. If we assume a linear regression bandit, pR(r|s,a;w) = N(r|φ(s,a)Tw,σ2), we can use Bayesian linear regression to compute p(w|Dt) exactly in closed form. If we assume a logistic regression bandit, pR(r|s, a; w) = Ber(r|σ(φ(s, a)Tw)), we have to use approximate methods for approximate Bayesian logistic regression to compute p(w|Dt). If we have a neural bandit of the form pR(r|s,a;w) = N(r|f(s,a;w)) for some nonlinear function f, then posterior inference is even more challenging (this is equivalent to the problem of inference in Bayesian neural networks, see e.g., [Arb+23] for a review paper for the offline case, and [DMKM22; JCM24] for some recent online methods). We can generalize the above methods to compute the belief state for the parameters of an MDP in the obvious way, but modeling both the reward function and state transition function. Once we have computed the belief state, we can derive a policy with optimal regret using the methods like UCB (Section 1.4.3) or Thompson sampling (Section 1.4.4). 1.2.6 Optimization problems The bandit problem is an example of a problem where the agent must interact with the world in order to collect information, but it does not otherwise affect the environment. Thus the agents internal belief state 16 changes over time, but the environment state does not.7 Such problems commomly arise when we are trying to optimize a fixed but unknown function R. We can “query” the function by evaluating it at different points (parameter values), and in some cases, the resulting observation may also include gradient information. The agent’s goal is to find the optimum of the function in as few steps as possible. We give some examples of this problem setting below. 1.2.6.1 Best-arm identification In the standard multi-armed bandit problem our goal is to maximize the sum of expected rewards. However, in some cases, the goal is to determine the best arm given a fixed budget of T trials; this variant is known as best-arm identification [ABM10]. Formally, this corresponds to optimizing the final reward criterion: Vπ,πT = Ep(a1:T ,r1:T |s0,π) [R(aˆ)] (1.25) where aˆ = πT (a1:T , r1:T ) is the estimated optimal arm as computed by the terminal policy πT applied to the sequence of observations obtained by the exploration policy π. This can be solved by a simple adaptation of the methods used for standard bandits. 1.2.6.2 Bayesian optimization Bayesian optimization is a gradient-free approach to optimizing expensive blackbox functions. That is, we want to find w∗ = argmax R(w) (1.26) w for some unknown function R, where w ∈ RN , using as few actions (function evaluations of R) as possible. This is essentially an “infinite arm” version of the best-arm identification problem [Tou14], where we replace the discrete choice of arms a ∈ {1, . . . , K} with the parameter vector w ∈ RN . In this case, the optimal policy can be computed if the agent’s state st is a belief state over the unknown function, i.e., st = p(R|ht). A common way to represent this distribution is to use Gaussian processes. We can then use heuristics like expected improvement, knowledge gradient or Thompson sampling to implement the corresponding policy, wt = π(st). For details, see e.g., [Gar23]. 1.2.6.3 Active learning Active learning is similar to BayesOpt, but instead of trying to find the point at which the function is largest (i.e., w∗), we are trying to learn the whole function R, again by querying it at different points wt. Once again, the optimal strategy again requires maintaining a belief state over the unknown function, but now the best policy takes a different form, such as choosing query points to reduce the entropy of the belief state. See e.g., [Smi+23]. 1.2.6.4 Stochastic Gradient Descent (SGD) Finally we discuss how to interpret SGD as a sequential decision making process, following [Pow22]. The action space consists of querying the unknown function R at locations at = wt, and observing the function value rt = R(wt); however, unlike BayesOpt, now we also observe the corresponding gradient gt = ∇wR(w)|wt , which gives non-local information about the function. The environment state contains the true function R which is used to generate the observations given the agent’s actions. The agent state contains the current parameter estimate wt, and may contain other information such as first and second moments mt and vt, needed by methods such as Adam. The update rule (for vanilla SGD) takes the form wt+1 = wt + αtgt, where the stepsize αt is chosen by the policy, αt = π(st). The terminal policy has the form π(sT ) = wT . 7In the contextual bandit problem, the environment state (context) does change, but not in response to the agent’s actions. Thus p(ot) is usually assumed to be a static distribution. 17 Approach Value-based Value-based Policy-based Policy-based Policy-based Policy-based Policy-based Model-based Method SARSA Q-learning REINFORCE A2C TRPO/PPO DDPG Soft actor-critic MBRL Functions learned Q(s, a) Q(s, a) π(a|s) π(a|s), V (s) π(a|s), A(s, a) a = π(s), Q(s, a) π(a|s), Q(s, a) p(s′|s, a) On/Off Section On Section Off Section On Section On Section On Section Off Section Off Section Off Chapter 4 2.4 2.5 3.2 3.3.1 3.4.3 3.6.1 3.5.4 Table 1.1: Summary of some popular methods for RL. On/off refers to on-policy vs off-policy methods. Although in principle it is possible to learn the learning rate (stepsize) policy using RL (see e.g., [Xu+17]), the policy is usually chosen by hand, either using a learning rate schedule or some kind of manually designed adaptive learning rate policy (e.g., based on second order curvature information). 1.3 Reinforcement Learning In this section, we give a brief overview of how to compute optimal policies when the model of the environment is unknown; this is the core problem tackled by RL. We mostly focus on the MDP case, but discuss the POMDP case in Section 1.3.4. We may categorize RL methods along two main dimensions: (1) by what the agent represents and learns: the value function, and/or the policy, and/or the model; (2) and by how actions are selected: on-policy (actions must be selected by the agent’s current policy), and off-policy (actions can be select by any kind of policy, including human demonstrations). Table 1.1 lists a few representative examples. More details are given in the subsequent sections. 1.3.1 Value-based RL (Approximate Dynamic Programming) In this section, we give a brief introduction to value-based RL, also called Approximate Dynamic Programming or ADP; see Chapter 2 for more details. We introduced the value function Vπ(s) in Equation (1.1), which we repeat here for convenience: Vπ(s) ≜ Eπ [G0|s0 = s] = Eπ 􏰍􏰓∞ γtrt|s0 = s􏰎 (1.27) t=0 The value function for the optimal policy π∗ is known to satisfy the following recursive condition, known as Bellman’s equation: V∗(s) = maxR(s,a) + γEpS(s′|s,a) [V∗(s′)] (1.28) a This follows from the principle of dynamic programming, which computes the optimal solution to a problem (here the value of state s by combining the optimal solution of various subproblems (here the values of the next states s′). This can be used to derive the following learning rule: V (s) ← V (s) + η[r + γV (s′) − V (s)] (1.29) where s′ ∼ pS (·|s, a) is the next state sampled from the environment, and r = R(s, a) is the observed reward. This is called Temporal Difference or TD learning (see Section 2.3.2 for details). Unfortunately, it is not clear how to derive a policy if all we know is the value function. We now describe a solution to this problem. 18 We first generalize the notion of value function to assigning a value to a state and action pair, by defining the Q function as follows: Qπ(s,a) ≜ Eπ [G0|s0 = s,a0 = a] = Eπ 􏰍􏰓∞ γtrt|s0 = s,a0 = a􏰎 (1.30) t=0 This quantity represents the expected return obtained if we start by taking action a in state s, and then follow π to choose actions thereafter. The Q function for the optimal policy satisfies a modified Bellman equation Q∗(s,a) = R(s,a)+γEpS(s′|s,a) 􏰖maxQ∗(s′,a′)􏰗 a′ This gives rise to the following TD update rule: Q(s, a) ← r + γ max Q(s′, a′) − Q(s, a) a′ (1.31) (1.32) where we sample s′ ∼ pS (·|s, a) from the environment. The action is chosen at each step from the implicit policy a = argmax Q(s, a′) a′ This is called Q learning (see Section 2.5 for details), 1.3.2 Policy-based RL (1.33) In this section we give a brief introductin to Policy-based RL; for details see Chapter 3. In policy-based methods, we try to directly maximize J(πθ) = Ep(s0) [Vπ(s0)] wrt the parameter’s θ; this is called policy search. If J(πθ) is differentiable wrt θ, we can use stochastic gradient ascent to optimize θ, which is known as policy gradient (see Section 3.1). Policy gradient methods have the advantage that they provably converge to a local optimum for many common policy classes, whereas Q-learning may diverge when approximation is used (Section 2.5.2.4). In addition, policy gradient methods can easily be applied to continuous action spaces, since they do not need to compute argmaxa Q(s,a). Unfortunately, the score function estimator for ∇θJ(πθ) can have a very high variance, so the resulting method can converge slowly. One way to reduce the variance is to learn an approximate value function, Vw(s), and to use it as a baseline in the score function estimator. We can learn Vw(s) using using TD learning. Alternatively, we can learn an advantage function, Aw(s,a), and use it as a baseline. These policy gradient variants are called actor critic methods, where the actor refers to the policy πθ and the critic refers to Vw or Aw. See Section 3.3 for details. 1.3.3 Model-based RL In this section, we give a brief introduction to model-based RL; for more details, see Chapter 4. Value-based methods, such as Q-learning, and policy search methods, such as policy gradient, can be very sample inefficient, which means they may need to interact with the environment many times before finding a good policy, which can be problematic when real-world interactions are expensive. In model-based RL, we first learn the MDP, including the pS(s′|s,a) and R(s,a) functions, and then compute the policy, either using approximate dynamic programming on the learned model, or doing lookahead search. In practice, we often interleave the model learning and planning phases, so we can use the partially learned policy to decide what data to collect, to help learn a better model. 19 1.3.4 Dealing with partial observability In an MDP, we assume that the state of the environment st is the same as the observation ot obtained by the agent. But in many problems, the observation only gives partial information about the underlying state of the world (e.g., a rodent or robot navigating in a maze). This is called partial observability. In this case, using a policy of the form at = π(ot) is suboptimal, since ot does not give us complete state information. Instead we need to use a policy of the form at = π(ht), where ht = (a1, o1, . . . , at−1, ot) is the entire past history of observations and actions, plus the current observation. Since depending on the entire past is not tractable for a long-lived agent, various approximate solution methods have been developed, as we summarize below. 1.3.4.1 Optimal solution If we know the true latent structure of the world (i.e., both p(o|z) and p(z′|z,a), to use the notation of Section 1.1.2), then we can use solution methods designed for POMDPs, discussed in Section 1.2.1. This requires using Bayesian inference to compute a belief state, bt = p(zt|ht) (see Section 1.2.5), and then using this belief state to guide our decisions. However, learning the parameters of a POMDP (i.e., the generative latent world model) is very difficult, as is recursively computing and updating the belief state, as is computing the policy given the belief state. Indeed, optimally solving POMDPs is known to be computationally very difficult for any method [PT87; KLC98]. So in practice simpler approximations are used. We discuss some of these below. (For more details, see [Mur00].) Note that it is possible to marginalize out the POMDP latent state zt, to derive a prediction over the next observable state, p(ot+1|ht,at). This can then become a learning target for a model, that is trained to directly predict future observations, without explicitly invoking the concept of latent state. This is called a predictive state representation or PSR [LS01]. This is related to the idea of observable operator models [Jae00], and to the concept of successor representations which we discuss in Section 4.4.2. 1.3.4.2 Finite observation history The simplest solution to the partial observability problem is to define the state to be a finite history of the last k observations, st = ht−k:t; when the observations ot are images, this is often called frame stacking. We can then use standard MDP methods. Unfortunately, this cannot capture long-range dependencies in the data. 1.3.4.3 Stateful (recurrent) policies A more powerful approach is to use a stateful policy, that can remember the entire past, and not just respond to the current input or last k frames. For example, we can represent the policy by an RNN (recurrent neural network), as proposed in the R2D2 paper [Kap+18], and used in many other papers. Now the hidden state zt of the RNN will implicitly summarize the past observations, ht, and can be used in lieu of the state st in any standard RL algorithm. RNNs policies are widely used, and this method is often effective in solving partially observed problems. However, they typically will not plan to perform information-gathering actions, since there is no explicit notion of belief state or uncertainty. However, such behavior can arise via meta-learning [Mik+20]. 1.3.5 Software Implementing RL algorithms is much trickier than methods for supervised learning, or generative methods such as language modeling and diffusion, all of which have stable (easy-to-optimize) loss functions. Therefore it is often wise to build on existing software rather than starting from scratch. We list some useful libraries in Section 1.3.5. In addition, RL experiments can be very high variance, making it hard to draw valid conclusions. See [Aga+21b; Pat+24; Jor+24] for some recommended experimental practices. For example, when reporting performance across different environments, with different intrinsic difficulties (e.g., different kinds of Atari 20 URL Language Stoix Jax PureJaxRL Jax JaxRL Jax Stable Baselines Jax Jax Jax Baselines Jax Rejax Jax Dopamine Jax/TF Rlax Jax Acme Jax/TF CleanRL PyTorch Stable Baselines 3 PyTorch TianShou PyTorch Comments Mini-library with many methods (including MBRL) Single files with DQN; PPO, DPO Single files with AWAC, DDPG, SAC, SAC+REDQ Library with DQN, CrossQ, TQC; PPO, DDPG, TD3, SAC Library with many methods Library with DDQN, PPO, (discrete) SAC, DDPG Library with many methods Library of RL utility functions (used by Acme) Library with many methods (uses rlax) Single files with many methods Library with DQN; A2C, PPO, DDPG, TD3, SAC, HER Library with many methods (including offline RL) Table 1.2: Some open source RL software. games), [Aga+21b] recommend reporting the interquartile mean (IQM) of the performance metric, which is the mean of the samples between the 0.25 and 0.75 percentiles, (this is a special case of a trimmed mean). Let this estimate be denoted by μˆ(Di), where D is the empirical data (e.g., reward vs time) from the i’th run. We can estimate the uncertainty in this estimate using a nonparametric method, such as bootstrap resampling, or a parametric approximation, such as a Gaussian approximation. (This requires computing the standard error of the mean, √σˆ , where n is the number of trials, and σˆ is the estimated standard deviation of n the (trimmed) data.) 1.4 Exploration-exploitation tradeoff A fundamental problem in RL with unknown transition and reward models is to decide between choosing actions that the agent knows will yield high reward, or choosing actions whose reward is uncertain, but which may yield information that helps the agent get to parts of state-action space with even higher reward. This is called the exploration-exploitation tradeoff. In this section, we discuss various solutions. 1.4.1 Simple heuristics We start with a policy based on pure exploitation. This is known as the greedy policy, at = argmaxa Q(s, a). We can add exploration to this by sometimes picking some other, non-greedy action. One approach is to use an ε-greedy policy πε, parameterized by ε ∈ [0,1]. In this case, we pick the greedy action wrt the current model, at = argmaxa Rˆt(st, a) with probability 1 − ε, and a random action with probability ε. This rule ensures the agent’s continual exploration of all state-action combinations. Unfortunately, this heuristic can be shown to be suboptimal, since it explores every action with at least a constant probability ε/|A|, although this can be solved by annealing ε to 0 over time. Another problem with ε-greedy is that it can result in “dithering”, in which the agent continually changes its mind about what to do. In [DOB21] they propose a simple solution to this problem, known as εz-greedy, that often works well. The idea is that with probability 1 − ε the agent exploits, but with with probability ε the agent explores by repeating the sampled action for n ∼ z() steps in a row, where z(n) is a distribution over the repeat duration. This can help the agent escape from local minima. Another approach is to use Boltzmann exploration, which assigns higher probabilities to explore more promising actions, taking itno account the reward function. That is, we use a polocy of the form πτ(a|s) = 􏰐exp(Rˆt(st,a)/τ) (1.34) a′ exp(Rˆt(st,a′)/τ) where τ > 0 is a temperature parameter that controls how entropic the distribution is. As τ gets close to 0, πτ becomes close to a greedy policy. On the other hand, higher values of τ will make π(a|s) more uniform, 21 Rˆ(s, a1) 1.00 4.00 4.90 5.05 7.00 8.00 Rˆ(s, a2) 9.00 6.00 5.10 4.95 3.00 2.00 πε (a|s1 ) 0.05 0.05 0.05 0.95 0.95 0.95 πε (a|s2 ) 0.95 0.95 0.95 0.05 0.05 0.05 πτ (a|s1) 0.00 0.12 0.45 0.53 0.98 1.00 πτ (a|s2) 1.00 0.88 0.55 0.48 0.02 0.00 Table 1.3: Comparison of ε-greedy policy (with ε = 0.1) and Boltzmann policy (with τ = 1) for a simple MDP with 6 states and 2 actions. Adapted from Table 4.1 of [GK19]. and encourage more exploration. Its action selection probabilities can be much “smoother” with respect to changes in the reward estimates than ε-greedy, as illustrated in Table 1.3. The Boltzmann policy explores equally widely in all states. An alternative approach is to try to explore (state,action) combinations where the consequences of the outcome might be uncertain. This can be achived using an exploration bonus Rtb(s,a), which is large if the number of times we have tried actioon a in state s is small. We can then add Rb to the regular reward, to bias the behavior in a way that will hopefully cause the agent to learn useful information about the world. This is called an intrinsic reward function (Section 5.2.4). 1.4.2 Methods based on the belief state MDP We can compute an optimal solution to the exploration-exploitation tradeoff by adopting a Bayesian approach to the problem. We start by computing the belief state MDP, as discussed in Section 1.2.5. We then compute the optimal policy, as we explain below. 1.4.2.1 Bandit case (Gittins indices) Suppose we have a way to compute the recursively compute the belief state over model parameters, p(θt|D1:t). How do we use this to solve for the policy in the resulting belief state MDP? In the special case of context-free bandits with a finite number of arms, the optimal policy of this belief state MDP can be computed using dynamic programming. The result can be represented as a table of action probabilities, πt(a1,...,aK), for each step; this are known as Gittins indices [Git89] (see [PR12; Pow22] for a detailed explanation). However, computing the optimal policy for general contextual bandits is intractable [PT87]. 1.4.2.2 MDP case (Bayes Adaptive MDPs) We can extend the above techniques to the MDP case by constructing a BAMDP, which stands for “Bayes- Adaptive MDP” [Duf02]. However, this is computationally intractable to solve, so various approximations are made (see e.g., [Zin+21; AS22; Mik+20]). 1.4.3 Upper confidence bounds (UCBs) The optimal solution to explore-exploit is intractable. However, an intuitively sensible approach is based on the principle known as “optimism in the face of uncertainty” (OFU). The principle selects actions greedily, but based on optimistic estimates of their rewards. The optimality of this approach is proved in the R-Max paper of [Ten02], which builds on the earlier E3 paper of [KS02]. The most common implementation of this principle is based on the notion of an upper confidence bound or UCB. We will initially explain this for the bandit case, then extend to the MDP case. 22 1.4.3.1 Basic idea To use a UCB strategy, the agent maintains an optimistic reward function estimate R ̃t, so that R ̃t(st, a) ≥ R(st,a) for all a with high probability, and then chooses the greedy action accordingly: at =argmaxR ̃t(st,a) (1.35) a UCB can be viewed a form of exploration bonus, where the optimistic estimate encourages exploration. Typically, the amount of optimism, R ̃t −R, decreases over time so that the agent gradually reduces exploration. With properly constructed optimistic reward estimates, the UCB strategy has been shown to achieve near- optimal regret in many variants of bandits [LS19]. (We discuss regret in Section 1.1.4.) The optimistic function R ̃ can be obtained in different ways, sometimes in closed forms, as we discuss below. 1.4.3.2 Bandit case: Frequentist approach A frequentist approach to computing a confidence bound can be based on a concentration inequal- ity [BLM16] to derive a high-probability upper bound of the estimation error: |Rˆt(s, a) − Rt(s, a)| ≤ δt(s, a), where Rˆt is a usual estimate of R (often the MLE), and δt is a properly selected function. An optimistic reward is then obtained by setting R ̃t(s, a) = Rˆt(s, a) + δt(s, a). As an example, consider again the context-free Bernoulli bandit, R(a) ∼ Ber(μ(a)). The MLE Rˆt(a) = μˆt(a) is given by the empirical average of observed rewards whenever action a was taken: μˆt(a) = Nt1(a) = Nt1(a) (1.36) Nt(a) Nt0(a) + Nt1(a) where Ntr (a) is the number of times (up to step t − 1) that action a has been tried and the observed reward was r, and Nt(a) is the total number of times action a has been tried: 􏰓t−1 Nt(a)= Then the Chernoff-Hoeffding inequality [BLM16] leads to δt(a) = c/ Nt(a) for some constant c, so s=1 􏰘 R ̃t(a) = μˆt(a) + 􏰘 c Nt (a) 1.4.3.3 Bandit case: Bayesian approach We can also derive an upper confidence about using Bayesian inference. If we use a beta prior, we can compute the posterior in closed form, as shown in Equation (1.23). The posterior mean is μˆt(a) = E [μ(a)|ht] = and the posterior standard deviation is approximately σˆt(a) = 􏰘V[μ(a)|ht] ≈ 􏰛μˆt(a)(1 − μˆt(a)) Nt (a) We can use similar techniques for a Gaussian bandit, where pR(R|a,θ) = N(R|μa,σa2), μa is the expected reward, and σa2 the variance. If we use a conjugate prior, we can compute p(μa , σa |Dt ) in closed form. Using an uninformative version of the conjugate prior, we find E [μa|ht] = μˆt(a), which is just the empirical mean of rewards for action a. The uncertainty in this estimate is the standard error of the mean, i.e., 􏰘V [μa|ht] = σˆt(a)/􏰘Nt(a), where σˆt(a) is the empirical standard deviation of the rewards for action a. I(at =a) (1.37) (1.38) αa a t a , αt +βt (1.39) Once we have computed the mean and posterior standard deviation, we define the optimistic reward estimate as R ̃t(a) = μˆt(a) + cσˆt(a) (1.40) for some constant c that controls how greedy the policy is. See Figure 1.5 for an illustration. We see that this is similar to the frequentist method based on concentration inequalities, but is more general. 23 Figure 1.5: Illustration of the reward distribution Q(a) for a Gaussian bandit with 3 different actions, and the corresponding lower and upper confidence bounds. We show the posterior means Q(a) = μ(a) with a vertical dotted line, and the scaled posterior standard deviations cσ(a) as a horizontal solid line. From [Sil18]. Used with kind permission of David Silver. 1.4.3.4 MDP case The UCB idea (especially in its frequentist form) has been extended to the MDP case in several works. (The Bayesian version is discussed in Section 1.4.4.) For example, [ACBF02] proposes to combine UCB with Q learning, by defining the policy as π(a|s) = I 􏰇a = argmax Q(s, a′) + c􏰘log(t)/Nt(s, a′)􏰈 (1.41) a′ [AJO08] presents the more sophisticated UCRL2 algorithm, which computes confidence intervals on all the MDP model parameters at the start of each episode; it then computes the resulting optimistic MDP and solves for the optimal policy, which it uses to collect more data. 1.4.4 Thompson sampling A common alternative to UCB is to use Thompson sampling [Tho33], also called probability matching [Sco10]. We start by describing this in the bandit case, then extend to the MDP case. For more details, see [Rus+18]. (See also [Ger18] for some evidence that humans use Thompson-sampling like mechanisms.) 1.4.4.1 Bandit case In Thompson sampling, we define the policy at step t to be πt(a|st, ht) = pa, where pa is the probability that a is the optimal action. This can be computed using pa = Pr(a = a∗|st, ht) = 􏰕 I 􏰇a = argmax R(st, a′; θ)􏰈 p(θ|ht)dθ (1.42) a′ If the posterior is uncertain, the agent will sample many different actions, automatically resulting in exploration. As the uncertainty decreases, it will start to exploit its knowledge. To see how we can implement this method, note that we can compute the expression in Equation (1.42) by using a single Monte Carlo sample θ ̃t ∼ p(θ|ht). We then plug in this parameter into our reward model, and greedily pick the best action: at = argmax R(st, a′; θ ̃t) a′ This sample-then-exploit approach will choose actions with exactly the desired probability, since pa = 􏰕 I 􏰇a = argmax R(st, a′; θ ̃t)􏰈 p(θ ̃t|ht) = Pr (a = argmax R(st, a′; θ ̃t)) a ′ θ ̃ t ∼ p ( θ | h t ) a ′ 24 (1.43) (1.44) 1400 arm0 arm1 1200 arm2 cumulative reward 10 5 0 −5 −10 −15 −20 arm0 arm1 arm2 0.0 0.5 1000 800 600 400 200 0 1.0 1.5 2.0 2.5 3.0 3.5 4.0 0.0 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 time (a) (b) (c) Figure 1.6: Illustration of Thompson sampling applied to a linear-Gaussian contextual bandit. The context has the form st = (1, t, t2 ). (a) True reward for each arm vs time. (b) Cumulative reward per arm vs time. (c) Cumulative regret vs time. Generated by thompson_sampling_linear_gaussian.ipynb. Despite its simplicity, this approach can be shown to achieve optimal regret (see e.g., [Rus+18] for a survey). In addition, it is very easy to implement, and hence is widely used in practice [Gra+10; Sco10; CL11]. In Figure 1.6, we give a simple example of Thompson sampling applied to a linear regression bandit. The context has the form st = (1,t,t2). The true reward function has the form R(st,a) = wTast. The weights per arm are chosen as follows: w0 = (−5, 2, 0.5), w1 = (0, 0, 0), w2 = (5, −1.5, −1). Thus we see that arm 0 is initially worse (large negative bias) but gets better over time (positive slope), arm 1 is useless, and arm 2 is initially better (large positive bias) but gets worse over time. The observation noise is the same for all arms, σ2 = 1. See Figure 1.6(a) for a plot of the reward function. We use a conjugate Gaussian-gamma prior and perform exact Bayesian updating. Thompson sampling quickly discovers that arm 1 is useless. Initially it pulls arm 2 more, but it adapts to the non-stationary nature of the problem and switches over to arm 0, as shown in Figure 1.6(b). In Figure 1.6(c), we show that the empirical cumulative regret in blue is close to the optimal lower bound in red. 1.4.4.2 MDP case (posterior sampling RL) We can generalize Thompson sampling to the (episodic) MDP case by maintaining a posterior over all the model parameters (reward function and transition model), sampling an MDP from this belief state at the start of each episode, solving for the optimal policy corresponding to the sampled MDP, using the resulting policy to collect new data, and then updating the belief state at the end of the episode. This is called posterior sampling RL [Str00; ORVR13; RR14; OVR17; WCM24]. As a more computationally efficient alternative, it is also possible to maintain a posterior over policies or Q functions instead of over world models; see e.g., [Osb+23a] for an implementation of this idea based on epistemic neural networks [Osb+23b]. Another approach is to use successor features (Section 4.4.4), where the Q function is assumed to have the form Qπ(s,a) = ψπ(s,a)Tw. In particular, [Jan+19b] proposes Sucessor Uncertainties, in which they model the uncertainty over w as a Gaussian, p(w) = N (μw , Σw ). From this they can derive the posterior distribution over Q values as p(Q(s,a)) = N(Ψπμw,ΨπΣw(Ψπ)T) (1.45) where Ψπ = [ψπ(s,a)]T is a matrix of features, one per state-action pair. 1.5 RL as a posterior inference problem In this section, we discuss an approach to policy optimization that reduces it to probabilistic inference. This is called control as inference or RL as inference, and has been discussed in numerous works (see e.g., [Att03; TS06; Tou09; ZABD10; RTV12; BT12; KGO12; HR17; Lev18; Wat+21]). The resulting framework 25 LT 40 35 30 25 20 15 10 5 0 Cumulative regret 0.0 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 time observed c√t Figure 1.7: A graphical model for optimal control. also forms the foundation of the SAC method discussed in Section 3.5.4, the MPO discussed in Section 3.4.4, and the MPC method discussed in Section 4.1.5. 1.5.1 Modeling assumptions Figure 1.7 gives a probabilistic model, which not only captures state transitions as in a standard MDP, but also introduces a new variable, Ot. This variable is binary, indicating whether the action at time t is optimal or not, and has the following probability distribution: p(Ot = 1|st, at) = exp(R(st, at)) (1.46) In the above, we have assumed that R(s, a) < 0, so that Equation (1.46) gives a valid probability. However, this is not required, since we can simply replace the likelihood term p(Ot = 1|st, at) with an unnormalized potential, φt(st,at); this will not affect the results of inference. For brevity, we will just write p(Ot) rather than p(Ot = 1), since 1 is just a dummy value. To simplify notation, we assume a uniform action prior, p(at|st) = 1/|A|; this is without loss of generality, since we can always push an informative action prior p(at|st) into the potential function φt(st,at). (We call this an “action prior” rather than a policy, since we are going to derive the policy using posterior inference, as we explain below.) Under these assumptions, the posterior probability of observing a length-T trajectory τ, when optimality achieved in every step, is 􏰍T−1 􏰎􏰍T 􏰎 p(τ|O1:T)∝p(τ,O1:T)∝ p(s1)􏰔pS(st+1|st,at) 􏰔p(Ot|st,at) (Typically p(s1) is a delta function at the observed initial state s1.) The intuition of Equation (1.47) is clearest when the state transitions are deterministic. In this case, pS(st+1|st,at) is either 1 or 0, depending on whether the transition is dynamically feasible or not. Hence we have 􏰓T t=1 where the first term determines if τ is feasible or not. In this case, find the action sequence that maximizes the sum of rewards is equivalent to inferring the MAP sequence of actions, which we denote by aˆ1:T (s1). (The case of stochastic transitions is more complicated, and will be discussed later.) 26 t=1 t=1 T−1 􏰋T 􏰌 = p(s1) 􏰔 pS(st+1|st,at)exp 􏰓R(st,at) t=1 t=1 (1.47) p(τ |O1:T ) ∝ I (p(τ ) ̸= 0) exp( R(st , at )) (1.48) For deterministic environments, the optimal policy is open loop, and corresponds to following the optimal action sequence aˆ1:T (s1). (This is like a shortest path planning problem.) However, in the stochastic case, we need to compute a closed loop policy, π(at|st), that conditions on the observed state. To compute this, let us define the following quantities: βt(st, at) ≜ p(Ot:T |st, at) (1.49) βt(st) ≜ p(Ot:T |st) (1.50) (These terms are analogous to the backwards messages in the forwards-backwards algorithm for HMMs [Rab89].) Using this notation, we can write the optimal policy using The update for V becomes Q(st, at) = log βt(st, at) V (st) = log βt(st) 􏰓 V (st) = log exp(Q(st, at)) at (1.54) (1.55) (1.56) p(at|st, Ot:T ) = p(st, at|Ot:T ) = p(Ot:T |st, at)p(at|st)p(st) ∝ βt(st, at) (1.51) (1.52) (1.53) p(st|Ot:T ) p(Ot:T |st)p(st) We can compute the backwards messages as follows: βt(st,at) = 􏰕 βt+1(st+1)pS(st+1|st,at)p(Ot|st,at)dst+1 βt(s) 􏰕S 􏰕 βt(st,at)p(at|st)dat ∝ βt(st,at)dat βs(st)= where we have assumed the action prior p(at|st) = 1/|A| for notational simplicty. (Recall that the action AA prior is distinct from the optimal policy, which is given by p(at|st, Ot:T ).) 1.5.2 Soft value functions We can gain more insight into what is going on by working in log space. Let us define This is a standard log-sum-exp computation, and is similar to the softmax operation. Thus we call it a soft value function. When the values of Q(st,at) are large (which can be ensure by scaling up all the rewards), this approximates the standard hard max operation: V (st) = log 􏰓 exp(Q(st, at)) ≈ max Q(st, at) (1.57) (1.58) (1.59) at Q(st, at) = log p(Ot|st, at) + log βt+1(st+1) = r(st, at) + V (st+1) where st+1 = f(st,at) is the next state. However, for the stochastic case, we get Q(st,at) = r(st,at)+logEpS(st+1|st,at) [exp(V(st+1))] at For the deterministic case, the backup for Q becomes the usual This replaces the standard expectation over the next state with a softmax. This can result in Q functions that are optimistic, since if there is one next state with particularly high reward (e.g., you win the lottery), it will dominate the backup, even if on average it is unlikely. This can result in risk seeking behavior, and is known as the optimism bias (see e.g., [Mad+17; Cha+21] for discussion). We will discuss a solution to this below. 27 1.5.3 Maximum entropy RL Recall that the true posterior is given by p(τ|O1:T)≜p∗(τ)∝p(s1)􏰔pS(st+1|st,at)exp 􏰓R(st,at) (1.60) In the sections above, we derived the exact posterior over states and actions conditioned on the optimality variables. However, in general we will have to approximate it. Let us denote the approximate posterior by q(τ). Variational inference corresponds to the minimizing (wrt q) the following objective: DKL (q(τ ) ∥ p∗(τ )) = −Eq(τ ) [log p∗(τ ) − log q(τ )] (1.61) We can drive this loss to its minimum value of 0 by performing exact inference, which sets q(τ) = p∗(τ), which is given by T􏰔−1 t=1 Unfortunately, this uses an optimistic form of the dynamics, pS(st+1|st,at,O1:T), in which the agent plans assuming it directly controls the state distribution itself, rather than just the action distribution. We can solve this optimism bias problem by instead using a “causal” variational posterior of the following form:8 T−1 T−1 q(τ) = p(s1) 􏰔 pS(st+1|st,at)p(at|st,O1:T ) = p(s1) 􏰔 pS(st+1|st,at)π(at|st) (1.63) t=1 t=1 where π(at|st) is the policy we wish to learn. In the case of deterministic transitions, where pS(st+1|st,at) = δ(st+1−f(st,at)),wedonotneedthissimplification,sincepS(st+1|st,at,O1:T)=pS(st+1|st,at). (Andin both cases p(s1|O1:T ) = p(s1), which is assumed to be a delta function.) We can now write the (negative of) the objective as follows: p∗ (τ ) = p(s1 |O1:T ) pS (st+1 |st , at , O1:T )p(at |st , O1:T )) (1.62) J(π) = = Eq(st,at)[R(st, at)] + Eq(st) H(π(·|st)) T−1 􏰋T 􏰌 t=1 t=1 ∗ 􏰍 􏰓T −DKL(q(τ)∥p (τ))=Eq(τ) logp(s1)+ (logpS(st+1|st,at)+R(st,at))− (1.64) (1.65) (1.66) (1.67) t=1 􏰓T −logp(s1)− (logpS(st+1|st,at)+logπ(at|st)) t=1 􏰍􏰓T 􏰎 = Eq(τ ) R(st, at) − log π(at|st) t=1 􏰓T t=1 􏰎 This is known as the maximum entropy RL objective [ZABD10].We can optimize this using the soft actor critic algorithm which we discuss in Section 3.5.4. Note that we can tune the magnitude of the entropy regularizer by defining the optimality variable using p(Ot = 1|st,at) = exp(α1 R(st,at)). This gives the objective 􏰓T Eq(st,at)[R(st, at)] + αEq(st) H(π(·|st)) (1.68) As α → 0 (equivalent to scaling up the rewards), this approaches the standard (unregularized) RL objective. 8Unfortunately, this trick is specific to variational inference, which means that other posterior inference methods, such as sequential Monte Carlo [Pic+19; Lio+22], will still suffer from the optimism bias in the stochastic case (see e.g., [Mad+17] for discussion). 28 t=1 1.5.4 Active inference Control as inference is closely related to a technique known as active inference, as we explain below. For more details on the connection, see [Mil+20; WIP20; LÖW21; Saj+21; Tsc+20]. The active inference technique was developed in the neuroscience community, that has its own vocabulary for standard ML concepts. We start with the free energy principle [Fri09; Buc+17; SKM18; Ger19; Maz+22]. The FEP is equivalent to using variational inference to perform state estimation (perception) and parameter estimation (learning) in a latent variable model. In particular, consider an LVM p(z, o|θ) with hidden states z, observations o, and parameters θ. We define the variational free energy to be F(o|θ) = DKL (q(z|o, θ) ∥ p(z|o, θ)) − log p(o|θ) = Eq(z|o,θ) [log q(z|o, θ) − log p(o, z|θ)] ≥ − log p(o|θ) (1.69) which is the KL between the approximate variational posterior q and the true posterior p, minus a normalization constant, log p(o|θ), which is known as the free energy. State estimation (perception) corresponds to solving minq(z|o,θ) F(o|θ), and parameter estimation (model fitting) corresponds to solving minθ F(o|θ), just as in the EM (expectation maximization) algorithm. (We can also be Bayesian about θ, as in variational Bayes EM, instead of just computing a point estimate.) This EM procedure will minimize the VFE, which is an upper bound on the negative log marginal likelihood of the data. In other words, it adjusts the model (belief state and parameters) so that it better predicts the observations, so the agent is less surprised (minimizes prediction errors). To extend the above FEP to decision making problems, we define the expected free energy as follows G(a) = Eq(o|a) [F(o)] = Eq(o,z|a) [log q(z|o) − log p(o, z)] (1.70) where q(o|a) is the posterior predictive distribution over future observations given action sequence a. (We can also condition on any observed history or agent state h, but we omit this (and the model parameters θ) from the notation for brevity.) We can decompose the EFE (which the agent wants to minimize) into two terms. First there is the intrinsic value, known as the epistemic drive: Gepistemic(a) = Eq(o,z|a) [log q(z|o) − log q(z)] (1.71) Minimizing this will encourage the agent to choose actions which maximize the mutual information between the observations o and the hidden states z, thus reducing uncertainty about the hidden states. (This is called epistemic foraging.) The extrinsic value, known as the exploitation term, is given by Gextrinsic(a) = −Eq(o|a) [log p(o)] (1.72) Minimizing this will encourage the agent to choose actions that result in observations that match its prior. For example, if the agent predicts that the world will look brighter when it flips a light switch, it can take the action of flipping the switch to fulfill this prediction. This prior can be related to a reward function by defining as p(o) ∝ eR(o), encouraging goal directed behavior, exactly as in control-as-inference. However, the active inference approach provides a way of choosing actions without needing to specify a reward. Since solving to the optimal action at each step can be slow, it is possible to amortize this cost by training a policy network to compute π(a|h) = argmina G(a|h), where h is the observation history (or current state), as shown in [Mil20; HL20]; this is called “deep active inference”. Overall, we see that this framework provides a unified theory of both perception and action, both of which try to minimize some form of free energy. In particular, minimizing the expected free energy will cause the agent to pick actions to reduce its uncertainty about its hidden states, which can then be used to improve its predictive model pθ of observations; this in turn will help minimize the VFE of future observations, by updating the internal belief state q(z|o, θ) to explain the observations. In other words, the agent acts so it can learn so it becomes less surprised by what it sees. This ensures the agent is in homeostasis with its environment. Note that active inference is often discussed in the context of predictive coding. This is equivalent to a special case of FEP where two assumptions are made: (1) the generative model p(z,o|θ) is a a nonlinear 29 hierarchical Gaussian model (similar to a VAE decoder), and (2) the variational posterior approximation uses a diagonal Laplace approximation, q(z|o, θ) = N (z|zˆ, H) with the mode zˆ being computed using gradient descent, and H being the Hessian at the mode. This can be considered a non-amortized version of a VAE, where inference (E step) is done with iterated gradient descent, and parameter estimation (M step) is also done with gradient descent. (A more efficient incremental EM version of predictive coding, which updates {zˆn : n = 1 : N} and θ in parallel, was recently presented in [Sal+24], and an amortized version in [Tsc+23].) For more details on predictive coding, see [RB99; Fri03; Spr17; HM20; MSB21; Mar21; OK22; Sal+23; Sal+24]. 30 Chapter 2 Value-based RL 2.1 Basic concepts In this section we introduce some definitions and basic concepts. 2.1.1 Value functions Let π be a given policy. We define the state-value function, or value function for short, as follows (with Eπ [·] indicating that actions are selected by π): Vπ(s) ≜ Eπ [G0|s0 = s] = Eπ 􏰍􏰓∞ γtrt|s0 = s􏰎 (2.1) t=0 This is the expected return obtained if we start in state s and follow π to choose actions in a continuing task (i.e., T = ∞). Similarly, we define the state-action value function, also known as the Q-function, as follows: Qπ(s,a) ≜ Eπ [G0|s0 = s,a0 = a] = Eπ 􏰍􏰓∞ γtrt|s0 = s,a0 = a􏰎 (2.2) t=0 This quantity represents the expected return obtained if we start by taking action a in state s, and then follow π to choose actions thereafter. Finally, we define the advantage function as follows: Aπ (s, a) ≜ Qπ (s, a) − Vπ (s) (2.3) This tells us the benefit of picking action a in state s then switching to policy π, relative to the baseline return of always following π. Note that Aπ (s, a) can be both positive and negative, and Eπ(a|s) [Aπ (s, a)] = 0 due to a useful equality: Vπ (s) = Eπ(a|s) [Qπ (s, a)]. 2.1.2 Bellman’s equations Suppose π∗ is a policy such that Vπ∗ ≥ Vπ for all s ∈ S and all policy π, then it is an optimal policy. There can be multiple optimal policies for the same MDP, but by definition their value functions must be the same, and are denoted by V∗ and Q∗, respectively. We call V∗ the optimal state-value function, and Q∗ the optimal action-value function. Furthermore, any finite MDP must have at least one deterministic optimal policy [Put94]. 31 A fundamental result about the optimal value function is Bellman’s optimality equations: V∗(s) = maxR(s,a)+γEpS(s′|s,a) [V∗(s′)] (2.4) a􏰖′′􏰗 Q∗(s,a)=R(s,a)+γEpS(s′|s,a) maxQ∗(s,a) (2.5) a′ Conversely, the optimal value functions are the only solutions that satisfy the equations. In other words, although the value function is defined as the expectation of a sum of infinitely many rewards, it can be characterized by a recursive equation that involves only one-step transition and reward models of the MDP. Such a recursion play a central role in many RL algorithms we will see later. Given a value function (V or Q), the discrepancy between the right- and left-hand sides of Equations (2.4) and (2.5) are called Bellman error or Bellman residual. We can define the Bellman operator B given an MDP M = (R, T ) and policy π as a function that takes a value function V and derives a few value function V ′ that satisfies V′(s)=BMπ V(s)≜Eπ(a|s)􏰂R(s,a)+γET(s′|s,a)[V(s′)]􏰃 (2.6) This reduces the Bellman error. Applying the Bellman operator to a state is called a Bellman backup. If we iterate this process, we will converge to the optimal value function V∗, as we discuss in Section 2.2.1. Given the optimal value function, we can derive an optimal policy using π∗(s) = argmax Q∗(s, a) (2.7) a􏰂′􏰃 =argmax R(s,a)+γEpS(s′|s,a)[V∗(s)] (2.8) a Following such an optimal policy ensures the agent achieves maximum expected return starting from any state. The problem of solving for V∗, Q∗ or π∗ is called policy optimization. In contrast, solving for Vπ or Qπ for a given policy π is called policy evaluation, which constitutes an important subclass of RL problems as will be discussed in later sections. For policy evaluation, we have similar Bellman equations, which simply replace maxa{·} in Equations (2.4) and (2.5) with Eπ(a|s) [·]. In Equations (2.7) and (2.8), as in the Bellman optimality equations, we must take a maximum over all actions in A, and the maximizing action is called the greedy action with respect to the value functions, Q∗ or V∗. Finding greedy actions is computationally easy if A is a small finite set. For high dimensional continuous spaces, see Section 2.5.4.1. 2.1.3 Example: 1d grid world In this section, we show a simple example, to make some of the above concepts more concrete. Consider the 1d grid world shown in Figure 2.1(a). There are 5 possible states, among them ST 1 and ST 2 are absorbing states, since the interaction ends once the agent enters them. There are 2 actions, ↑ and ↓. The reward function is zero everywhere except at the goal state, ST2, which gives a reward of 1 upon entering. Thus the optimal action in every state is to move down. Figure 2.1(b) shows the Q∗ function for γ = 0. Note that we only show the function for non-absorbing states, as the optimal Q-values are 0 in absorbing states by definition. We see that Q∗ (s3 , ↓) = 1.0, since the agent will get a reward of 1.0 on the next step if it moves down from s3 ; however, Q∗ (s, a) = 0 for all other state-action pairs, since they do not provide nonzero immediate reward. This optimal Q-function reflects the fact that using γ = 0 is completely myopic, and ignores the future. Figure 2.1(c) shows Q∗ when γ = 1. In this case, we care about all future rewards equally. Thus Q∗ (s, a) = 1 for all state-action pairs, since the agent can always reach the goal eventually. This is infinitely far-sighted. However, it does not give the agent any short-term guidance on how to behave. For example, in s2, it is not clear if it is should go up or down, since both actions will eventually reach the goal with identical Q∗ -values. Figure 2.1(d) shows Q∗ when γ = 0.9. This reflects a preference for near-term rewards, while also taking future reward into account. This encourages the agent to seek the shortest path to the goal, which is usually 32 R(s) Q*(s, a) 𝛄 = 0 Up (b) Down Up 𝛄 = 1 Down (c) Up 𝛄 = 0.9 Down (d) ST1 S1 S2 S3 ST2 ST1 0 S1 0 S2 0 S3 0 ST2 1 0 0 0 0 0 1.0 0 1.0 1.0 1.0 1.0 1.0 0 0.81 0.73 0.9 0.81 1.0 Up a1 Down a2 (a) Figure 2.1: Left: illustration of a simple MDP corresponding to a 1d grid world of 3 non-absorbing states and 2 actions. Right: optimal Q-functions for different values of γ. Adapted from Figures 3.1, 3.2, 3.4 of [GK19]. what we desire. A proper choice of γ is up to the agent designer, just like the design of the reward function, and has to reflect the desired behavior of the agent. 2.2 Computing the value function and policy given a known world model In this section, we discuss how to compute the optimal value function (the prediction problem) and the optimal policy (the control problem) when the MDP model is known. (Sometimes the term planning is used to refer to computing the optimal policy, given a known model, but planning can also refer to computing a sequence of actions, rather than a policy.) The algorithms we discuss are based on dynamic programming (DP) and linear programming (LP). For simplicity, in this section, we assume discrete state and action sets with γ < 1. However, exact calculation of optimal policies often depends polynomially on the sizes of S and A, and is intractable, for example, when the state space is a Cartesian product of several finite sets. This challenge is known as the curse of dimensionality. Therefore, approximations are typically needed, such as using parametric or nonparametric representations of the value function or policy, both for computational tractability and for extending the methods to handle MDPs with general state and action sets. This requires the use of approximate dynamic programming (ADP) and approximate linear programming (ALP) algorithms (see e.g., [Ber19]). 2.2.1 Value iteration A popular and effective DP method for solving an MDP is value iteration (VI). Starting from an initial value function estimate V0, the algorithm iteratively updates the estimate by Vk+1(s) = max 􏰍R(s, a) + γ 􏰓 p(s′|s, a)Vk(s′)􏰎 (2.9) a s′ Note that the update rule, sometimes called a Bellman backup, is exactly the right-hand side of the Bellman optimality equation Equation (2.4), with the unknown V∗ replaced by the current estimate Vk. A 33 fundamental property of Equation (2.9) is that the update is a contraction: it can be verified that max |Vk+1(s) − V∗(s)| ≤ γ max |Vk(s) − V∗(s)| (2.10) ss In other words, every iteration will reduce the maximum value function error by a constant factor. Vk will converge to V∗, after which an optimal policy can be extracted using Equation (2.8). In practice, we can often terminate VI when Vk is close enough to V∗, since the resulting greedy policy wrt Vk will be near optimal. Value iteration can be adapted to learn the optimal action-value function Q∗. 2.2.2 Real-time dynamic programming (RTDP) In value iteration, we compute V∗(s) and π∗(s) for all possible states s, averaging over all possible next states s′ at each iteration, as illustrated in Figure 2.2(right). However, for some problems, we may only be interested in the value (and policy) for certain special starting states. This is the case, for example, in shortest path problems on graphs, where we are trying to find the shortest route from the current state to a goal state. This can be modeled as an episodic MDP by defining a transition matrix pS(s′|s,a) where taking edge a from node s leads to the neighboring node s′ with probability 1. The reward function is defined as R(s, a) = −1 for all states s except the goal states, which are modeled as absorbing states. In problems such as this, we can use a method known as real-time dynamic programming or RTDP [BBS95], to efficiently compute an optimal partial policy, which only specifies what to do for the reachable states. RTDP maintains a value function estimate V . At each step, it performs a Bellman backup for the current state s by V(s) ← maxa EpS(s′|s,a) [R(s,a)+γV(s′)]. It picks an action a (often with some exploration), reaches a next state s′, and repeats the process. This can be seen as a form of the more general asynchronous value iteration, that focuses its computational effort on parts of the state space that are more likely to be reachable from the current state, rather than synchronously updating all states at each iteration. 2.2.3 Policy iteration Another effective DP method for computing π∗ is policy iteration. It is an iterative algorithm that searches in the space of deterministic policies until converging to an optimal policy. Each iteration consists of two steps, policy evaluation and policy improvement. The policy evaluation step, as mentioned earlier, computes the value function for the current policy. Let π represent the current policy, v(s) = Vπ(s) represent the value function encoded as a vector indexed by states, r(s) = 􏰐a π(a|s)R(s, a) represent the reward vector, and T(s′|s) = 􏰐a π(a|s)p(s′|s, a) represent the state transition matrix. Bellman’s equation for policy evaluation can be written in the matrix-vector form as v = r + γTv (2.11) This is a linear system of equations in |S| unknowns. We can solve it using matrix inversion: v = (I−γT)−1r. Alternatively, we can use value iteration by computing vt+1 = r + γTvt until near convergence, or some form of asynchronous variant that is computationally more efficient. Once we have evaluated Vπ for the current policy π, we can use it to derive a better policy π′, thus the name policy improvement. To do this, we simply compute a deterministic policy π′ that acts greedily with respect to Vπ in every state, using π′(s) = argmax{R(s, a) + γE [Vπ(s′)]} (2.12) a We can guarantee that Vπ′ ≥ Vπ. This is called the policy improvement theorem. To see this, define r′, T′ and v′ as before, but for the new policy π′. The definition of π′ implies r′ + γT′v ≥ r + γTv = v, where the equality is due to Bellman’s equation. Repeating the same equality, we have v≤r′ +γT′v≤r′ +γT′(r′ +γT′v)≤r′ +γT′(r′ +γT′(r′ +γT′v))≤··· (2.13) =(I+γT′ +γ2T′2 +···)r′ =(I−γT′)−1r′ =v′ (2.14) 34 Figure 2.2: Policy iteration vs value iteration represented as backup diagrams. Empty circles represent states, solid (filled) circles represent states and actions. Adapted from Figure 8.6 of [SB18]. Starting from an initial policy π0, policy iteration alternates between policy evaluation (E) and improvement (I) steps, as illustrated below: π0 →E Vπ0 →I π1 →E Vπ1 ···→I π∗ →E V∗ (2.15) The algorithm stops at iteration k, if the policy πk is greedy with respect to its own value function Vπk . In this case, the policy is optimal. Since there are at most |A||S| deterministic policies, and every iteration strictly improves the policy, the algorithm must converge after finite iterations. In PI, we alternate between policy evaluation (which involves multiple iterations, until convergence of Vπ), and policy improvement. In VI, we alternate between one iteration of policy evaluation followed by one iteration of policy improvement (the “max” operator in the update rule). We are in fact free to intermix any number of these steps in any order. The process will converge once the policy is greedy wrt its own value function. Note that policy evaluation computes Vπ whereas value iteration computes V∗. This difference is illustrated in Figure 2.2, using a backup diagram. Here the root node represents any state s, nodes at the next level represent state-action combinations (solid circles), and nodes at the leaves representing the set of possible resulting next state s′ for each possible action. In PE, we average over all actions according to the policy, whereas in VI, we take the maximum over all actions. 2.3 Computing the value function without knowing the world model In the rest of this chapter, we assume the agent only has access to samples from the environment, (s′, r) ∼ p(s′,r|s,a). We will show how to use these samples to learn optimal value function and Q-function, even without knowing the MDP dynamics. 2.3.1 Monte Carlo estimation Recall that Vπ(s) = E[Gt|st = s] is the sum of expected (discounted) returns from state s if we follow policy π. A simple way to estimate this is to rollout the policy, and then compute the average sum of discounted rewards. The trajectory ends when we reach a terminal state, if the task is episodic, or when the discount factor γt becomes negligibly small, whichever occurs first. This is called Monte Carlo estimation. We can use this to update our estimate of the value function as follows: V(st)←V(st)+η[Gt −V(st)] (2.16) where η is the learning rate, and the term in brackets is an error term. We can use a similar technique to estimate Qπ(s,a) = E[Gt|st = s,at = a] by simply starting the rollout with action a. We can use MC estimation of Q, together with policy iteration (Section 2.2.3), to learn an optimal policy. Specifically, at iteration k, we compute a new, improved policy using πk+1(s) = argmaxa Qk(s,a), where Qk 35 is approximated using MC estimation. This update can be applied to all the states visited on the sampled trajectory. This overall technique is called Monte Carlo control. To ensure this method converges to the optimal policy, we need to collect data for every (state, action) pair, at least in the tabular case, since there is no generalization across different values of Q(s, a). One way to achieve this is to use an ε-greedy policy (see Section 1.4.1). Since this is an on-policy algorithm, the resulting method will converge to the optimal ε-soft policy, as opposed to the optimal policy. It is possible to use importance sampling to estimate the value function for the optimal policy, even if actions are chosen according to the ε-greedy policy. However, it is simpler to just gradually reduce ε. 2.3.2 Temporal difference (TD) learning The Monte Carlo (MC) method in Section 2.3.1 results in an estimator for V (s) with very high variance, since it has to unroll many trajectories, whose returns are a sum of many random rewards generated by stochastic state transitions. In addition, it is limited to episodic tasks (or finite horizon truncation of continuing tasks), since it must unroll to the end of the episode before each update step, to ensure it reliably estimates the long term return. In this section, we discuss a more efficient technique called temporal difference or TD learning [Sut88]. The basic idea is to incrementally reduce the Bellman error for sampled states or state-actions, based on transitions instead of a long trajectory. More precisely, suppose we are to learn the value function Vπ for a fixed policy π. Given a state transition (st, at, rt, st+1), where at ∼ π(st), we change the estimate V (st) so that it moves towards the target value qt = rt + γV (st+1) ≈ Gt:t+1: V(st)←V(st)+ηrt +γV(st+1)−V(st) (2.17) 􏰞 􏰝􏰜 􏰟 δt where η is the learning rate. (See [RFP15] for ways to adaptively set the learning rate.) The δt = yt − V (st) term is known as the TD error. A more general form of TD update for parametric value function representations is w ← w + η [rt + γVw(st+1) − Vw(st)] ∇wVw(st) (2.18) we see that Equation (2.16) is a special case. The TD update rule for evaluating Qπ is similar, except we replace states with states and actions. It can be shown that TD learning in the tabular case, Equation (2.16), converges to the correct value func- tion, under proper conditions [Ber19]. However, it may diverge when using nonlinear function approximators, as we discuss in Section 2.5.2.4. The reason is that this update is a “semi-gradient”, which refers to the fact that we only take the gradient wrt the value function, ∇w V (st , wt ), treating the target Ut as constant. The potential divergence of TD is also consistent with the fact that Equation (2.18) does not correspond to a gradient update on any objective function, despite having a very similar form to SGD (stochastic gradient descent). Instead, it is an example of bootstrapping, in which the estimate, Vw(st), is updated to approach a target, rt + γVw(st+1), which is defined by the value function estimate itself. This idea is shared by DP methods like value iteration, although they rely on the complete MDP model to compute an exact Bellman backup. In contrast, TD learning can be viewed as using sampled transitions to approximate such backups. An example of a non-bootstrapping approach is the Monte Carlo estimation in the previous section. It samples a complete trajectory, rather than individual transitions, to perform an update; this avoids the divergence issue, but is often much less efficient. Figure 2.3 illustrates the difference between MC, TD, and DP. 2.3.3 Combining TD and MC learning using TD(λ) A key difference between TD and MC is the way they estimate returns. Given a trajectory τ = (s0, a0, r0, s1, . . . , sT ), TD estimates the return from state st by one-step lookahead, Gt:t+1 = rt + γV (st+1), where the return from 36 Figure 2.3: Backup diagrams of V (st) for Monte Carlo, temporal difference, and dynamic programming updates of the state-value function. Used with kind permission of Andy Barto. time t + 1 is replaced by its value function estimate. In contrast, MC waits until the end of the episode or until T is large enough, then uses the estimate Gt:T = rt + γrt+1 + · · · + γT −t−1rT −1. It is possible to interpolate between these by performing an n-step rollout, and then using the value function to approximate the return for the rest of the trajectory, similar to heuristic search (Section 4.1.2). That is, we can use the n-step return Gt:t+n = rt + γrt+1 + · · · + γn−1rt+n−1 + γnV (st+n) For example, the 1-step and 2-step returns are given by Gt:t+1 = rt + γvt+1 Gt:t+1 = rt + γrt+1 + γ2vt+2 The corresponding n-step version of the TD update becomes w ← w + η [Gt:t+n − Vw(st)] ∇wVw(st) (2.19) (2.20) (2.21) (2.22) Rather than picking a specific lookahead value, n, we can take a weighted average of all possible values, with a single parameter λ ∈ [0, 1], by using Gλt ≜ (1 − λ) 􏰓∞ λn−1Gt:t+n (2.23) n=1 This is called the lambda return. Note that these coefficients sum to one (since 􏰐∞ (1 − λ)λt = 1−λ = 1, t=0 1−λ for λ < 1), so the return is a convex combination of n-step returns. See Figure 2.4 for an illustration. We can now use Gλt inside the TD update instead of Gt:t+n; this is called TD(λ). Note that, if a terminal state is entered at step T (as happens with episodic tasks), then all subsequent n-step returns are equal to the conventional return, Gt. Hence we can write T 􏰓− t − 1 n=1 From this we can see that if λ = 1, the λ-return becomes equal to the regular MC return Gt. If λ = 0, the λ-return becomes equal to the one-step return Gt:t+1 (since 0n−1 = 1 iff n = 1), so standard TD learning is often called TD(0) learning. This episodic form also gives us the following recursive equation which we initialize with GT = vt. Gλt = rt + γ[(1 − λ)vt+1 + λGλt+1] (2.25) 37 Gλt =(1−λ) λn−1Gt:t+n +λT−t−1Gt (2.24) Figure 2.4: The backup diagram for TD(λ). Standard TD learning corresponds to λ = 0, and standard MC learning corresponds to λ = 1. From Figure 12.1 of [SB18]. Used with kind permission of Richard Sutton. 2.3.4 Eligibility traces An important benefit of using the geometric weighting in Equation (2.23), as opposed to the n-step update, is that the corresponding TD learning update can be efficiently implemented through the use of eligibility traces, even though Gλt is a sum of infinitely many terms. The eligibility term is a weighted sum of the gradients of the value function: zt = γλzt−1 + ∇wVw(st) (2.26) (This trace term gets reset to 0 at the start of each episode.) We replace the TD(0) update of wt+1 = wt + ηδt∇wVw(st) with the TD(λ) version to get wt+1 = wt + ηδtzt (2.27) See [Sei+16] for more details. 2.4 SARSA: on-policy TD control TD learning is for policy evaluation, as it estimates the value function for a fixed policy. In order to find an optimal policy, we may use the algorithm as a building block inside generalized policy iteration (Section 2.2.3). In this case, it is more convenient to work with the action-value function, Q, and a policy π that is greedy with respect to Q. The agent follows π in every step to choose actions, and upon a transition (s,a,r,s′) the TD update rule is Q(s, a) ← Q(s, a) + η [r + γQ(s′, a′) − Q(s, a)] (2.28) where a′ ∼ π(s′) is the action the agent will take in state s′. After Q is updated (for policy evaluation), π also changes accordingly as it is greedy with respect to Q (for policy improvement). This algorithm, first proposed by [RN94], was further studied and renamed to SARSA by [Sut96]; the name comes from its update rule that involves an augmented transition (s, a, r, s′, a′). In order for SARSA to converge to Q∗, every state-action pair must be visited infinitely often, at least in the tabular case, since the algorithm only updates Q(s, a) for (s, a) that it visits. One way to ensure this condition is to use a “greedy in the limit with infinite exploration” (GLIE) policy. An example is the ε-greedy policy, with ε vanishing to 0 gradually. It can be shown that SARSA with a GLIE policy will converge to Q∗ and π∗ [Sin+00]. 38 2.5 Q-learning: off-policy TD control SARSA is an on-policy algorithm, which means it learns the Q-function for the policy it is currently using, which is typically not the optimal policy, because of the need to perform exploration. However, with a simple modification, we can convert this to an off-policy algorithm that learns Q∗, even if a suboptimal or exploratory policy is used to choose actions. 2.5.1 Tabular Q learning Suppose we modify SARSA by replacing the sampled next action a′ ∼ π(s′) in Equation (2.28) with a greedy action: a′ = argmaxb Q(s′, b). This results in the following update when a transition (s, a, r, s′) happens Q(s, a) ← Q(s, a) + η 􏰖r + γ max Q(s′, a′) − Q(s, a)􏰗 (2.29) a′ This is the update rule of Q-learning for the tabular case [WD92]. Since it is off-policy, the method can use (s,a,r,s′) triples coming from any data source, such as older versions of the policy, or log data from an existing (non-RL) system. If every state-action pair is visited infinitely often, the algorithm provably converges to Q∗ in the tabular case, with properly decayed learning rates [Ber19]. Algorithm 1 gives a vanilla implementation of Q-learning with ε-greedy exploration. Algorithm 1: Tabular Q-learning with ε-greedy exploration 1 2 3 4 5 6 7 8 9 10 11 Initialize value function Q repeat Sample starting state s of new episode repeat 􏰏argmaxb Q(s, b), with probability 1 − ε with probability ε (s′, r) = env.step(a) Compute the TD error: δ = r + γ maxa′ Q(s′, a′) − Q(s, a) Q(s,a)←Q(s,a)+ηδ s←s′ until state s is terminal until converged Sample action a = random action, For terminal states, s ∈ S+, we know that Q(s, a) = 0 for all actions a. Consequently, for the optimal value function, we have V ∗(s) = maxa′ Q∗(s, a) = 0 for all terminal states. When performing online learning, we don’t usually know which states are terminal. Therefore we assume that, whenever we take a step in the environment, we get the next state s′ and reward r, but also a binary indicator done(s′) that tells us if s′ is terminal. In this case, we set the target value in Q-learning to V ∗(s′) = 0 yielding the modified update rule: Q(s, a) ← Q(s, a) + η 􏰖r + (1 − done(s′))γ max Q(s′, a′) − Q(s, a)􏰗 (2.30) a′ For brevity, we will usually ignore this factor in the subsequent equations, but it needs to be implemented in the code. Figure 2.5 gives an example of Q-learning applied to the simple 1d grid world from Figure 2.1, using γ = 0.9. We show the Q-functon at the start and end of each episode, after performing actions chosen by an ε-greedy policy. We initialize Q(s, a) = 0 for all entries, and use a step size of η = 1. At convergence, we have Q∗(s, a) = r + γQ∗(s′, a∗), where a∗ =↓ for all states. 39 Q-function episode start UP DOWN Episode Time Step 1 1 1 2 1 3 Action (s,α,r , s') (S1 , D,0,S2) (S2 ,U,0,S1) (S1 , D,0,S2) (S2 , U,0,S1) r + γ Q*(s' , α) 0+0.9X0=0 S1 0+0.9X0=0 0+0.9X0=0 S2 0+0.9X0=0 1S3 Q-function episode end UP DOWN 0 0 0 0 0 0 0 0 0 0 0 1 S1 Q1 S2 S3 S1 Q2 S2 S3 S1 Q3 S2 S3 S1 Q4 S2 S3 S1 Q5 S2 S3 1 4 15(S3,D,1,ST2) 0 0 0 0 0 1 0 0 0 0.9 0 1 2 2 2 3 3 3 3 3 4 4 4 4 4 4 4 5 1 2 3 1 2 3 4 5 1 2 3 4 5 6 7 1 (S1 , D,0,S2) (S2 , D,0,S3) (S3 , D,0,ST2) (S1 , D,0,S2) (S2 , D,0,S3) (S3 , D,0,S2) (S2 , D,0,S3) (S3 , D,0,ST2) (S1 , D,0,S2) (S2 , U,0,S1) (S1 , D,0,S2) (S2 , U,0,S3) (S1 , D,0,S3) (S2 , D,0,S3) (S2 , D,0,S3) (S1 , U, 0,ST1) S1 0+0.9x1=0.9 S2 0+0.9x0=0 1 S3 0+0.9x0.9=0.81 S1 0+0.9x1=0.9 0+0.9x0.9=0.81 S2 0+0.9x1=0.9 1 S3 0+0.9x0.9=0.81 S1 0+0.9x0.81=0.73 0+0.9x0.9=0.81 S2 0+0.9x0.81=0.73 0+0.9x0.9=0.81 S3 0+0.9x1=0.9 1 0 0 0 0 0.9 0 1 0 0.81 0 0.9 0.81 1 0 0.81 0 0.9 0.81 1 0 0.81 0.73 0.9 0.81 1 0 0.81 0.73 0.9 0.81 1 0 0.81 0.73 0.9 0.81 1 S1 S2 S3 Figure 2.5: Illustration of Q learning for one random trajectory in the 1d grid world in Figure 2.1 using ε-greedy exploration. At the end of episode 1, we make a transition from S3 to ST 2 and get a reward of r = 1, so we estimate Q(S3, ↓) = 1. In episode 2, we make a transition from S2 to S3, so S2 gets incremented by γQ(S3, ↓) = 0.9. Adapted from Figure 3.3 of [GK19]. 40 2.5.2 Q learning with function approximation To make Q learning work with high-dimensional state spaces, we have to replace the tabular (non-parametric) representation with a parametric approximation, denoted Qw(s,a). We can update this function using one or more steps of SGD on the following loss function L(w|s, a, r, s′) = 􏰀(r + γ max Qw(s′, a′)) − Qw(s, a)􏰁2 (2.31) a′ Since nonlinear functions need to be trained on minibatches of data, we compute the average loss over multiple randomly sampled experience tuples (see Section 2.5.2.3 for discussion) to get L(w) = E(s,a,r,s′)∼U(D) [L(w|s, a, r, s′)] (2.32) See Algorithm 2 for the pseudocode. Algorithm 2: Q learning with function approximation and replay buffers Initialize environment state s, network parameters w0, replay buffer D = ∅, discount factor γ, step size η, policy π0(a|s) = εUnif(a) + (1 − ε)δ(a = argmaxa Qw0 (s, a)) for iteration k = 0,1,2,... do forenvironmentsteps=0,1,...,S−1do Sample action: a ∼ πk(a|s) Interact with environment: (s′, r) = env.step(a) Update buffer: D ← D ∪ {(s, a, s′, r)} wk,0 ← wk forgradientstepg=0,1,...,G−1do 1 2 3 4 5 6 7 8 9 10 11 12 The first approach of this kind is known as neural fitted Q iteration [Rie05], which corresponds to fully optimizing L(w) at each iteration (equivalent to using G = ∞ gradient steps). 2.5.2.2 DQN The influential deep Q-network or DQN paper of [Mni+15] also used neural nets to represent the Q function, but performed a smaller number of gradient updates per iteration. Furthermore, they proposed to modify the target value when fitting the Q function in order to avoid instabilities during training (see Section 2.5.2.4 for details). The DQN method became famous since it was able to train agents that can outperform humans when playing various Atari games from the ALE (Atari Learning Environment) benchmark [Bel+13]. Here the input is a small color image, and the action space corresponds to moving left, right, up or down, plus an optional shoot action.1 Since 2015, many more extensions to DQN have been proposed, with the goal of improving performance in various ways, either in terms of peak reward obtained, or sample efficiency (e.g., reward obtained after only 1For more discussion of ALE, see [Mac+18a], and for a recent extension to continuous actions (representing joystick control), see the CALE benchmark of [FC24]. Note that DQN was not the first deep RL method to train an agent from pixel input; that honor goes to [LR10], who trained an autoencoder to embed images into low-dimensional latents, and then used neural fitted Q learning (Section 2.5.2.1) to fit the Q function. 41 Samplebatch:B⊂D 1 􏰐 Computeerror:L(B,wk,g)=|B| (s,a,r,s′)∈B Updateparameters: wk,g ←wk,g −η∇wk,gL(B,wk,g) wk+1 ← wk,G 2.5.2.1 Neural fitted Q 􏰂 ′ ′ 􏰃2 Qwk,g(s,a)−(r+γmaxa′ Qwk(s,a)) (a) (b) Figure 2.6: (a) A simple MDP. (b) Parameters of the policy diverge over time. From Figures 11.1 and 11.2 of [SB18]. Used with kind permission of Richard Sutton. 100k steps in the environment, as proposed in the Atari-100k benchmark [Kai+19]), or training stability, or all of the above. We discuss some of these extensions in Section 2.5.4. 2.5.2.3 Experience replay Since Q learning is an off-policy method, we can update the Q function using any data source. This is particularly important when we use nonlinear function approximation (see Section 2.5.2), which often needs a lot of data for model fitting. A natural source of data is data collected earlier in the trajectori of the agent; this is called an experience replay buffer, which stores (s, a, r, s′) transition tuples into a buffer. This can improve the stability and sample efficiency of learning, and was originally proposed in [Lin92]. This modification has two advantages. First, it improves data efficiency as every transition can be used multiple times. Second, it improves stability in training, by reducing the correlation of the data samples that the network is trained on, since the training tuples do not have to come from adjacent moments in time. (Note that experience replay requires the use of off-policy learning methods, such as Q learning, since the training data is sampled from older versions of the policy, not the current policy.) It is possible to replace the uniform sampling from the buffer with one that favors more important transition tuples that may be more informative about Q. This idea is formalized in [Sch+16a], who develop a technique known as prioritized experience replay. 2.5.2.4 The deadly triad The problem with the naive Q learning objective in Equation (2.31) is that it can lead to instability, since the target we are regressing towards uses the same parameters w as the function we are updating. So the network is “chasing its own tail”. Although this is fine for tabular models, it can fail for nonlinear models, as we discuss below. In general, an RL algorithm can become unstable when it has these three components: function approxi- mation (such as neural networks), bootstrapped value function estimation (i.e., using TD-like methods instead of MC), and off-policy learning (where the actions are sampled from some distribution other than the policy that is being optimized). This combination is known as the deadly triad [Sut15; van+18]). A classic example of this is the simple MDP depicted in Figure 2.6a, due to [Bai95]. (This is known as Baird’s counter example.) It has 7 states and 2 actions. Taking the dashed action takes the environment to the 6 upper states uniformly at random, while the solid action takes it to the bottom state. The reward is 0 in all transitions, and γ = 0.99. The value function Vw uses a linear parameterization indicated by the expressions shown inside the states, with w ∈ R8. The target policies π always chooses the solid action in every state. Clearly, the true value function, Vπ(s) = 0, can be exactly represented by setting w = 0. 42 Suppose we use a behavior policy b to generate a trajectory, which chooses the dashed and solid actions with probabilities 6/7 and 1/7, respectively, in every state. If we apply TD(0) on this trajectory, the parameters diverge to ∞ (Figure 2.6b), even though the problem appears simple. In contrast, with on-policy data (that is, when b is the same as π), TD(0) with linear approximation can be guaranteed to converge to a good value function approximate [TR97]. The difference is that with on-policy learning, as we improve the value function, we also improve the policy, so the two become self-consistent, whereas with off-policy learning, the behavior policy may not match the optimal value function that is being learned, leading to inconsistencies. The divergence behavior is demonstrated in many value-based bootstrapping methods, including TD, Q-learning, and related approximate dynamic programming algorithms, where the value function is represented either linearly (like the example above) or nonlinearly [Gor95; TVR97; OCD21]. The root cause of these divergence phenomena is that bootstrapping methods typically are not minimizing a fixed objective function. Rather, they create a learning target using their own estimates, thus potentially creating a self-reinforcing loop to push the estimates to infinity. More formally, the problem is that the contraction property in the tabular case (Equation (2.10)) may no longer hold when V is approximated by Vw. We discuss some solutions to the deadly triad problem below. 2.5.2.5 Target networks One heuristic solution to the deadly triad, proposed in the DQN paper, is to use a “frozen” target network computed at an earlier iteration to define the target value for the DQN updates, rather than trying to chase a constantly moving target. Specifically, we maintain an extra copy the Q-network, Qw− , with the same structure as Qw. This new Q-network is used to compute bootstrapping targets q(r, s′; w−) = r + γ max Qw− (s′, a′) (2.33) a′ for training Qw. We can periodically set w− ← sg(w), usually after a few episodes, where the stop gradient operator is used to prevent autodiff propagating gradients back to w. Alternatively, we can use an exponential moving average (EMA) of the weights, i.e., we use w = ρw + (1 − ρ)sg(w), where ρ ≪ 1 ensures that Qw slowly catches up with Qw. (If ρ = 0, we say that this is a detached target, since it is just a frozen copy of the current weights.) The final loss has the form L(w) = E(s,a,r,s′)∼U(D) [L(w|s, a, r, s′)] (2.34) L(w|s, a, r, s′) = (q(r, s′; w) − Qw(s, a))2 (2.35) Theoretical work justifying this technique is given in [FSW23; Che+24a]. 2.5.2.6 Two time-scale methods A general way to ensure convergence in off-policy learning is to construct an objective function, the minimiza- tion of which leads to a good value function approximation. This is the basis of the gradient TD method of [SSM08; Mae+09; Ghi+20]. In practice, this can be achieved by updating the target value in the TD update more quickly than the value function itself; this is known as a two timescale optimization (see e.g., [Yu17; Zha+19; Hon+23]). It is also possible to use a standard single timescale method provided the target value is computed using a frozen target network, as discussed in Section 2.5.2.5. See [FSW23; Che+24a] for details. 2.5.2.7 Layer norm More recently, [Gal+24] proved that just adding LayerNorm [BKH16] to the penultimate layer of the critic net- work, just before the linear head, is sufficient to provably yield convergence of TD learning even in the off-policy setting. In particular, suppose the network has the form Q(s, a|w, θ) = wT ReLU(LayerNorm(f (s, a; θ))). Since ||LayerNorm(f (s, a; θ))|| ≤ 1, we have ||Q(s, a|w, θ) ≤ ||w||, which means the magnitude of the output is always bounded, as shown in Figure 2.7. In [Gal+24], they prove this (plus l2 regularization on w, and a sufficiently wide penultimate layer) is sufficient to ensure convergence of the value function estimate. 43 Data −1.0−00.75 0.00 −0.5−00.25 −0.25 0.00 0.25 −0.50 0.50 −0.75 0.75 1.00 −1.00 0.50 0.25 1.00 0.75 1.0 0.8 0.6 0.4 0.2 0.0 No LayerNorm −1.0−00.75 0.00 −0.5−00.25 −0.25 0.00 0.25 −0.50 Figure 2.7: We generate a dataset (left) with inputs x distributed in a circle with radius 0.5 and labels y = ||x||. We then fit a two-layer MLP without LayerNorm (center) and with LayerNorm (right). LayerNorm bounds the values and prevents catastrophic overestimation when extrapolating. From Figure 3 of [Bal+23]. Used with kind permission of Philip Ball. Figure 2.8: Comparison of Q-learning and double Q-learning on a simple episodic MDP using ε-greedy action selection with ε = 0.1. The initial state is A, and squares denote absorbing states. The data are averaged over 10,000 runs. From Figure 6.5 of [SB18]. Used with kind permission of Richard Sutton. 2.5.3 Maximization bias Standard Q-learning suffers from a problem known as the optimizer’s curse [SW06], or the maximization bias. The problem refers to the simple statistical inequality: E [maxa Xa ] ≥ maxa E [Xa ], for a set of random variables {Xa}. Thus, if we pick actions greedily according to their random scores {Xa}, we might pick a wrong action just because random noise makes it appealing. Figure 2.8 gives a simple example of how this can happen in an MDP. The start state is A. The right action gives a reward 0 and terminates the episode. The left action also gives a reward of 0, but then enters state B, from which there are many possible actions, with rewards drawn from N(−0.1,1.0). Thus the expected return for any trajectory starting with the left action is −0.1, making it suboptimal. Nevertheless, the RL algorithm may pick the left action due to the maximization bias making B appear to have a positive value. 2.5.3.1 Double Q-learning One solution to avoid the maximization bias is to use two separate Q-functions, Q1 and Q2, one for selecting the greedy action, and the other for estimating the corresponding Q-value. In particular, upon seeing a transition (s, a, r, s′), we perform the following update for i = 1 : 2: Qi(s, a) ← Qi(s, a) + η(qi(s, a) − Qi(s, a)) (2.36) qi(s, a) = r + γQi(s′, argmax Q−i(s′, a′)) (2.37) a′ So we see that Q1 uses Q2 to choose the best action but uses Q1 to evaluate it, and vice versa. This technique is called double Q-learning [Has10]. Figure 2.8 shows the benefits of the algorithm over standard Q-learning 44 0.50 −0.75 0.75 1.00 −1.00 0.50 0.25 1.00 0.75 1.0 0.8 0.6 0.4 0.2 0.0 With LayerNorm −1.0−00.75 0.00 −0.5−00.25 −0.25 0.00 0.25 −0.50 0.50 −0.75 0.75 1.00 −1.00 0.50 0.25 1.00 0.75 1.0 0.8 0.6 0.4 0.2 0.0 in a toy problem. 2.5.3.2 Double DQN In [HGS16], they combine double Q learning with deep Q networks (Section 2.5.2.2) to get double DQN. This modifies Equation (2.37) to its gradient form, and then the current network for action proposals, but the target network for action evaluation. Thus the training target becomes q(r, s′; w, w) = r + γQw(s′, argmax Qw(s′, a′)) (2.38) a′ In Section 3.6.2 we discuss an extension called clipped double DQN which uses two Q networks and their frozen copies to define the following target: q(r, s′; w1:2, w1:2) = r + γ min Qwi (s′, argmax Qwi (s′, a′)) (2.39) i=1,2 a′ where Qwi is the target network for Qwi . 2.5.3.3 Randomized ensemble DQN The double DQN method is extended in the REDQ (randomized ensembled double Q learning) method of [Che+20], which uses an ensemble of N > 2 Q-networks. Furthermore, at each step, it draws a random sample of M ≤ N networks, and takes the minimum over them when computing the target value. That is, it uses the following update (see Algorithm 2 in appendix of [Che+20]): q(r, s′; w1:N , w1:N ) = r + γ max min Qwi (s′, a′) (2.40) a′ i∈M where M is a random subset from the N value functions. The ensemble reduces the variance, and the minimum reduces the overestimation bias.2 If we set N = M = 2, we get a method similar to clipped double Q learning. (Note that REDQ is very similiar to the Random Ensemble Mixture method of [ASN20], which was designed for offline RL.) 2.5.4 DQN extensions In this section, we discuss various extensions of DQN. 2.5.4.1 Q learning for continuous actions Q learning is not directly applicable to continuous actions due to the need to compute the argmax over actions. An early solution to this problem, based on neural fitted Q learning (see Section 2.5.2.1), is proposed in [HR11]. This became the basis of the DDPG algorithm of Section 3.6.1, which learns a policy to predict the argmax. An alternative approach is to use gradient-free optimizers such as the cross-entropy method to approximate the argmax. The QT-Opt method of [Kal+18] treats the action vector a as a sequence of actions, and optimizes one dimension at a time [Met+17]. The CAQL (continuous action Q-learning) method of [Ryu+20]) uses mixed integer programming to solve the argmax problem, leveraging the ReLU structure of the Q-network. The method of [Sey+22] quantizes each action dimension separately, and then solves the argmax problem using methods inspired by multi-agent RL. 2In addition, REDQ performs G ≫ 1 updates of the value functions for each environment step; this high Update-To-Data (UTD) ratio (also called Replay Ratio) is critical for sample efficiency, and is commonly used in model-based RL. 45 2.5.4.2 Dueling DQN The dueling DQN method of [Wan+16], learns a value function and an advantage function, and derives the Q function, rather than learning it directly. This is helpful when there are many actions with similar Q-values, since the advantage A(s, a) = Q(s, a) − V (s) focuses on the differences in value relative to a shared baseline. In more detail, we define a network with |A| + 1 output heads, which computes Aw (s, a) for a = 1 : A and Vw(s). We can then derive Qw(s, a) = Vw(s) + Aw(s, a) However, this naive approach ignores the following constraint that holds for any policy π: Eπ(a|s) [Aπ (s, a)] = Eπ(a|s) [Qπ (s, a) − V π (s)] = V π(s) − V π(s) = 0 Fortunately, for the optimal policy π∗(s) = argmaxa′ Q∗(s, a′) we have 0 = Eπ∗(a|s) [Q∗(s, a)] − V ∗(s) = Q∗(s, argmax Q∗(s, a′)) − V ∗(s) a′ = max Q∗(s, a′) − V ∗(s) a′ = max A∗(s, a′) a′ (2.41) (2.42) (2.43) (2.44) (2.45) (2.46) (2.47) Thus we can satisfy the constraint for the optimal policy by subtracting off maxa A(s, a) from the advantage head. Equivalently we can compute the Q function using Qw(s, a) = Vw(s) + Aw(s, a) − max Aw(s, a′) (2.48) a′ In practice, the max is replaced by an average, which seems to work better empirically. 2.5.4.3 Noisy nets and exploration Standard DQN relies on the epsilon-greedy strategy to perform exploration. However, this will explore equally in all states, whereas we would like to the amount of exploration to be state dependent, to reflect the amount of uncertainty in the outcomes of trying each action in that state due to lack of knowledge (i.e., epistemic uncertainty rather than aleatoric or irreducile uncertainty). An early approach to this, known as noisy nets [For+18], added random noise to the network weights to encourage exploration which is temporally consistent within episodes. More recent methods for exploration are discussed in Section 1.4. 2.5.4.4 Multi-step DQN As we discussed in Section 2.3.3, we can reduce the bias introduced by bootstrapping by replacing TD(1) updates with TD(n) updates, where we unroll the value computation for n MC steps, and then plug in the value function at the end. We can apply this to the DQN context by defining the target 􏰓n q(s0, a0) = This can be implemented for episodic environments by storing experience tuples of the form 􏰓n k=1 where done = 1 if the trajectory ended at any point during the n-step rollout. 46 τ = (s, a, γk−1rk, sn, done) t=1 γt−1rt + γn max Qw(sn, an) an (2.49) (2.50) Figure 2.9: Plot of median human-normalized score over all 57 Atari games for various DQN agents. The yellow, red and green curves are distributional RL methods (Section 5.1), namely categorical DQN (C51) (Section 5.1.2) Quantile Regression DQN (Section 5.1.1), and Implicit Quantile Networks [Dab+18]. Figure from https: // github. com/ google-deepmind/ dqn_ zoo . Theoretically this method is only valid if all the intermediate actions, a2:n−1, are sampled from the current optimal policy derived from Qw, as opposed to some behavior policy, such as epsilon greedy or some samples from the replay buffer from an old policy. In practice, we can just restrict sampling to recent samples from the replay buffer, making the resulting method approximately on-policy. Instead of using a fixed n, it is possible to use a weighted combination of returns; this is known as the Q(λ) algorithm [PW94; Koz+21]. 2.5.4.5 Rainbow The Rainbow method of [Hes+18] combined 6 improvements to the vanilla DQN method, as listed below. (The paper is called “Rainbow” due to the color coding of their results plot, a modified version of which is shown in Figure 2.9.) At the time it was published (2018), this produced SOTA results on the Atari-200M benchmark. The 6 improvements are as follows: • Use double DQN, as in Section 2.5.3.2. • Use prioritized experience replay, as in Section 2.5.2.3. • Use the categorical DQN (C51) (Section 5.1.2) distributional RL method. • Use n-step returns (with n = 3), as in Section 2.5.4.4. • Use dueling DQN, as in Section 2.5.4.2. • Use noisy nets, as in Section 2.5.4.3. Each improvement gives diminishing returns, as can be see in Figure 2.9. Recently the “Beyond the Rainbow” paper [Unk24] proposed several more extensions: • Use a larger CNN with residual connections, namely the Impala network from [Esp+18] with the modifications (including the use of spectral normalization) proposed in [SS21]. • Replace C51 with Implicit Quantile Networks [Dab+18]. • Use Munchausen RL [VPG20], which modifies the Q learning update rule by adding an entropy-like penalty. • Collect 1 environment step from 64 parallel workers for each minibatch update (rather than taking many steps from a smaller number of workers). 47 2.5.4.6 Bigger, Better, Faster At the time of writing this document (2024), the SOTA on the 100k sample-efficient Atari benchmark [Kai+19] is obtained by the BBF algorithm of [Sch+23b]. (BBF stands for “Bigger, Better, Faster”.) It uses the following tricks, in order of decreasing importance: • Use a larger CNN with residual connections, namely a modified version of the Impala network from [Esp+18]. • Increase the update-to-data (UTD) ratio (number of times we update the Q function for every observation that is observed), in order to increase sample efficiency [HHA19]. • Use a periodic soft reset of (some of) the network weights to avoid loss of elasticity due to increased network updates, following the SR-SPR method of [D’O+22]. • Use n-step returns, as in Section 2.5.4.4, and then gradually decrease (anneal) the n-step return from n = 10 to n = 3, to reduce the bias over time. • Add weight decay. • Add a self-predictive representation loss (Section 4.3.2.2) to increase sample efficiency. • Gradually increase the discount factor from γ = 0.97 to γ = 0.997, to encourage longer term planning once the model starts to be trained.3 • Drop noisy nets (which requires multiple network copies and thus slows down training due to increased memory use), since it does not help. • Use dueling DQN (see Section 2.5.4.2). • Use distributional DQN (see Section 5.1). 2.5.4.7 Other methods Many other methods have been proposed to reduce the sample complexity of value-based RL while maintaining performance, see e.g., the MEME paper of [Kap+22]. 3The Agent 57 method of [Bad+20] automatically learns the exploration rate and discount factor using a multi-armed bandit stratey, which lets it be more exploratory or more exploitative, depending on the game. This resulted in super human performance on all 57 Atari games in ALE. However, it required 80 billion frames (environment steps)! This was subsequently reduced to the “standard” 200M frames in the MEME method of [Kap+22]. 48 Chapter 3 Policy-based RL In the previous section, we considered methods that estimate the action-value function, Q(s, a), from which we derive a policy. However, these methods have several disadvantages: (1) they can be difficult to apply to continuous action spaces; (2) they may diverge if function approximation is used (see Section 2.5.2.4); (3) the training of Q, often based on TD-style updates, is not directly related to the expected return garnered by the learned policy; (4) they learn deterministic policies, whereas in stochastic and partially observed environments, stochastic policies are provably better [JSJ94]. In this section, we discuss policy search methods, which directly optimize the parameters of the policy so as to maximize its expected return. We mostly focus on policy gradient methods, that use the gradient of the loss to guide the search. As we will see, these policy methods often benefit from estimating a value or advantage function to reduce the variance in the policy search process, so we will also use techniques from Chapter 2. The parametric policy will be denoted by πθ(a|s). For discrete actions, this can be a DNN with a softmax output. For continuous actions, we can use a Gaussian output layer, or a diffusion policy [Ren+24]. For more details on policy gradient methods, see [Wen18b; Leh24]. 3.1 The policy gradient theorem We start by defining the objective function for policy learning, and then derive its gradient. The objective, which we aim to maximize, is defined as J(π) ≜ Eπ 􏰍􏰓∞ γtRt+1􏰎 t=0 􏰋 􏰌 = 􏰓∞ γt 􏰓 􏰓 p0(s0)pπ(s0 → s, t) 􏰓 π(a|s)R(s, a) t=0􏰋 s s0 􏰌 a (3.1) (3.2) (3.3) (3.4) (3.5) = 􏰓 􏰓 􏰓∞ γtp0(s0)pπ(s0 → s, t) 􏰓 π(a|s)R(s, a) s s0t=0 a = 􏰓 ρπ (s) 􏰓 π(a|s)R(s, a) sa where we have defined the discounted state visitation measure ργπ(s) ≜ 􏰓∞ γt 􏰓p0(s0)pπ(s0 → s,t) t=0 s0 􏰞 􏰝􏰜 􏰟 p πt ( s ) 49 ππ where p (s0 → s, t) is the probability of going from s0 to s in t steps, and pt 􏰐(s) is the marginal probability of being in state s at time t (after each episodic reset). Note that ργπ is a measure of time spent in non-terminal states, but it is not a probability measure, since it is not normalized, i.e., s ργπ(s) ̸= 1. However, we may abuse notation and still treat it like a probability, so we can write things like Eργπ(s) [f(s)] = 􏰓ργπ(s)f(s) s Using this notation, we can define the objective as t=0 (3.6) (3.7) for γ < 1. Hence the (3.8) J (π) = Eργπ (s),π(a|s) [R(s, a)] We can also define a normalized version of the measure ρ by noting that 􏰐∞ γt = 1 1−γ normalized discounted state visitation distribution is given by t=0 pγπ(s)=(1−γ)ργπ(s)=(1−γ)􏰓∞ γtpt(s) (Note the change from ρ to p.) Note that in [SB18, Sec 13.2], they use slightly different notation. In particular, they assume γ = 1, and define the non-discounted state visitation measure as η(s) and the corresponding normalized version by μ(s). This is equivalent to ignoring the discount factor γt when defining ρπ(s). This is standard practice in many implementations, since we can just average over (unweighted) trajectories when estimating the objective and its gradient, even though it results in a biased estimate [NT20; CVRM23]. It can be shown that the gradient of the above objective is given by ∇θJ(θ) = 􏰓 ργπ(s) 􏰓 Qπ(s, a)∇θπθ(a|s) sa (3.9) (3.10) (3.11) = 􏰓 ργπ (s) 􏰓 Qπθ (s, a)πθ (a|s)∇θ log πθ (a|s) sa = Eργπ (s)πθ (a|s) [Qπθ (s, a)∇θ log πθ (a|s)] This is known as the policy gradient theorem [Sut+99]. In statistics, the term ∇θ logπθ(a|s) is called the (Fisher) score function1, so sometimes Equation (3.11) is called the score function estimator or SFE [Fu15; Moh+20]. 3.2 REINFORCE One way to apply the policy gradient theorem to optimize a policy is to use stochastic gradient ascent. Theoretical results concerning the convergence and sample complexity of such methods can be found in [Aga+21a]. To implement such a method, let τ = (s0, a0, r0, s1, . . . , sT ) be a trajectory created by sampling from s0 ∼ p0 and then following πθ. Then we have ∇θJ(πθ)=􏰓∞ γtEpt(s)πθ(at|st)[∇θlogπθ(at|st)Qπθ(st,at)] t=0 T􏰓−1 t=0 (3.12) (3.13) ≈ γtGt∇θ log πθ(at|st) 1This is distinct from the Stein score, which is the gradient wrt the argument of the log probability, ∇a logπθ(a|s), as used in diffusion. 50 where the return is defined as follows T −t−1 T −1 Gt ≜rt +γrt+1 +γ2rt+2 +···+γT−t−1rT−1 = 􏰓 γkrt+k = 􏰓γj−trj k=0 j=t (3.14) See Algorithm 3 for the pseudocode. Algorithm 3: REINFORCE (episodic version) 1 2 3 4 5 6 7 Initialize policy parameters θ repeat Sampleanepisodeτ =(s0,a0,r0,s1,...,sT)usingπθ for t = 0,􏰐1, . . . , T − 1 do Gt = Tk=t+1 γk−t−1Rk θ ← θ + ηθγtGt∇θ log πθ(at|st) until converged In practice, estimating the policy gradient using Equation (3.11) can have a high variance. A baseline function b(s) can be used for variance reduction to get ∇θ J (πθ ) = Eρθ (s)πθ (a|s) [∇θ log πθ (a|s)(Qπθ (s, a) − b(s))] (3.15) Any function that satisfies E [∇θ b(s)] = 0 is a valid baseline. This follows since 􏰓 ∇θ πθ (a|s)(Q(s, a) − b(s)) = ∇θ 􏰓 πθ (a|s)Q(s, a) − ∇θ [􏰓 πθ (a|s)]b(s) = ∇θ 􏰓 πθ (a|s)Q(s, a) − 0 aaaa (3.16) A common choice for the baseline is b(s) = Vπθ (s). This is a good choice since Vπθ (s) and Q(s, a) are correlated and have similar magnitudes, so the scaling factor in front of the gradient term will be small. Using this we get an update of the following form T􏰓−1 t=0 This is is called the REINFORCE estimator [Wil92].2 The update equation can be interpreted as follows: we compute the sum of discounted future rewards induced by a trajectory, compared to a baseline, and if this is positive, we increase θ so as to make this trajectory more likely, otherwise we decrease θ. Thus, we reinforce good behaviors, and reduce the chances of generating bad ones. 3.3 Actor-critic methods An actor-critic method [BSA83] uses the policy gradient method, but where the expected return Gt is estimated using temporal difference learning of a value function instead of MC rollouts. (The term “actor” refers to the policy, and the term “critic” refers to the value function.) The use of bootstrapping in TD updates allows more efficient learning of the value function compared to MC, and further reduces the variance. In addition, it allows us to develop a fully online, incremental algorithm, that does not need to wait until the end of the trajectory before updating the parameters. 2The term “REINFORCE” is an acronym for “REward Increment = nonnegative Factor x Offset Reinforcement x Characteristic Eligibility”. The phrase “characteristic eligibility” refers to the ∇logπθ(at|st) term; the phrase “offset reinforcement” refers to the Gt − b(st) term; and the phrase “nonnegative factor” refers to the learning rate η of SGD. 51 θ ← θ + η γt(Gt − b(st))∇θ log πθ(at|st) (3.17) 3.3.1 Advantage actor critic (A2C) Concretely, consider the use of the one-step TD method to estimate the return in the episodic case, i.e., we replace Gt with Gt:t+1 = rt + γVw(st+1). If we use Vw(st) as a baseline, the REINFORCE update in Equation (3.17) becomes (3.18) (3.19) T􏰓−1 t=0 γt (Gt:t+1 − Vw(st)) ∇θ log πθ(at|st) = θ + η γt rt + γVw(st+1) − Vw(st) ∇θ log πθ(at|st) t=0 θ ← θ + η T􏰓−1 􏰀 􏰁 Note that δt = rt+1 + γVw(st+1) − Vw(st) is a single sample approximation to the advantage function A(st, at) = Q(st, at) − V (st). This method is therefore called advantage actor critic or A2C. See Algorithm 4 for the pseudo-code.3 (Note that Vw(st+1) = 0 if st is a done state, representing the end of an episode.) Note that this is an on-policy algorithm, where we update the value function Vwπ to reflect the value of the current policy π. See Section 3.3.3 for further discussion of this point. Algorithm 4: Advantage actor critic (A2C) algorithm (episodic) 1 Initialize actor parameters θ, critic parameters w 2 repeat 3 Sample starting state s0 of a new episode 4 for t = 0,1,2,... do 5 Sample action at ∼ πθ(·|st) 6 (st+1, rt, donet) = env.step(st, at) 7 qt = rt + γ(1 − donet)Vw(st+1) // Target 8 δt = qt − Vw(st) // Advantage 9 w ← w + ηwδt∇wVw(st) // Critic 10 θ ← θ + ηθγtδt∇θ log πθ(at|st) // Actor 11 if donet = 1 then 12 break 13 until converged In practice, we should use a stop-gradient operator on the target value for the TD update, for reasons explained in Section 2.5.2.4. Furthermore, it is common to add an entropy term to the policy, to act as a regularizer (to ensure the policy remains stochastic, which smoothens the loss function — see Section 3.5.4). If we use a shared network with separate value and policy heads, we need to use a single loss function for training all the parameters φ. Thus we get the following loss, for each trajectory, where we want to minimize TD loss, maximize the policy gradient (expected reward) term, and maximize the entropy term. 1 􏰓T L(φ;τ)= T [λTDLTD(st,at,rt,st+1)−λPGJPG(st,at,rt,st+1)−λentJent(st)] t=1 qt = rt + γ(1 − done(st))Vφ(st+1) LT D (st , at , rt , st+1 ) = (sg(qt ) − Vφ (s))2 JP G(st, at, rt, st+1) = (sg􏰓(qt − Vφ(st)) log πφ(at|st) Jent(st) = − πφ(a|st) log πφ(a|st) a (3.20) (3.21) (3.22) (3.23) (3.24) 3In [Mni+16], they proposed a distributed version of A2C known as A3C which stands for “asynchrononous advantage actor critic”. 52 To handle the dynamically varying scales of the different loss functions, we can use the PopArt method of [Has+16; Hes+19] to allow for a fixed set of hyper-parameter values for λi. (PopArt stands for “Preserving Outputs Precisely, while Adaptively Rescaling Targets”.) 3.3.2 Generalized advantage estimation (GAE) In A2C, we replaced the high variance, but unbiased, MC return Gt with the low variance, but biased, one-step bootstrap return Gt:t+1 = rt + γVw(st+1). More generally, we can compute the n-step estimate Gt:t+n = rt + γrt+1 + γ2rt+2 + · · · + γn−1rt+n−1 + γnVw(st+n) and thus obtain the (truncated) n-step advantage estimate as follows: (3.25) (3.26) (3.27) (3.28) (3.29) (3.30) (3.31) (3.32) (3.33) A(n)(s,a)=G −V (s) w t t t:t+n w t A(1) =r +γv −v t t t+1 t A(2) =r +γr +γ2v −v t t t+1 t+2 t . Instead of using a single value of n, we can take a weighted average. That is, we define 􏰐T w A(n) A = n=1 n t t 􏰐Tn=1 wn If we set wn = λn−1 we get the following simple recursive calculation: δt = rt + γvt+1 − vt At =δt +γλδt+1 +···+(γλ)T−t+1δT−1 =δt +γλAt+1 Unrolling to infinity, we get tt A(∞) =r +γr +γ2r t t t+1 t+2 +···−v A(1) is high bias but low variance, and A(∞) is unbiased but high variance. t Here λ ∈ [0, 1] is a parameter that controls the bias-variance tradeoff: larger values decrease the bias but increase the variance. This is called generalized advantage estimation (GAE) [Sch+16b]. See Algorithm 5 for some pseudocode. Using this, we can define a general actor-critic method, as shown in Algorithm 6. Algorithm 5: Generalized Advantage Estimation 1 2 3 4 5 6 7 8 def GAE(r1:T , v1:T , γ, λ) A′ = 0 fort=T:1do δt = rt + γvt+1 − vt A′ = δt + γλA′ At = A′ // advantage qt = At + vt // TD target Return (A1:T ), q1:T ) We can generalize this approach even further, by using gradient estimators of the form ∇J(θ) = E 􏰍􏰓∞ Ψt∇ log πθ(at|st)􏰎 (3.34) t=0 53 Algorithm 6: Actor critic with GAE 1 Initialize parameters φ, environment state s 2 repeat 3 (s1, a1, r1, . . . , sT ) = rollout(s, πφ) 4 v1:T = Vφ(s1:T ) 6 L(φ)= T1 􏰐Tt=1􏰂λTD(Vφ(st)−qt)2 −λPGAtlogπφ(at|st)−λentH(πφ(·|st))􏰃 7 φ := φ − η∇L(φ) 8 until converged 5 (A1:T , q1:T ) = sg(GAE(r1:T , v1:T , γ, λ)) where Ψt may be any of the following: Ψt = 􏰓∞ γiri i=t Ψt = 􏰓∞ γiri − Vw(st) i=t Ψt = Aw (st , at ) Ψt = Qw(st, at) Ψt = rt + Vw(st+1) − Vw(st) See [Sch+16b] for details. 3.3.3 Two-time scale actor critic algorithms Monte Carlo target MC with baseline advantage function Q function TD residual (3.35) (3.36) (3.37) (3.38) (3.39) In standard AC, we update the actor and critic in parallel. However, it is better to let critic Vw learn using a faster learning rate (or more updates), so that it reflects the value of the current policy πθ more accurately, in order to get better gradient estimates for the policy update. This is known as two timescale learning or bilevel optimization [Yu17; Zha+19; Hon+23; Zhe+22; Lor24]. (See also Section 4.2.1, where we discuss RL from a game theoretic perspective.) 3.3.4 Natural policy gradient methods In this section, we discuss an improvement to policy gradient methods that uses preconditioning to speedup convergence. In particular, we replace gradient descent with natural gradient descent (NGD) [Ama98; Mar20], which we explain below. We then show how to combine it with actor-critic. 3.3.4.1 Natural gradient descent NGD is a second order method for optimizing the parameters of (conditional) probability distributions, such as policies, πθ(a|s). It typically converges faster and more robustly than SGD, but is computationally more expensive. Before we explain NGD, let us review standard SGD, which is an update of the following form θk+1 =θk −ηkgk (3.40) where gk = ∇θL(θk) is the gradient of the loss at the previous parameter values, and ηk is the learning rate. It can be shown that the above update is equivalent to minimizing a locally linear approximation to the loss, Lˆk, subject to the constraint that the new parameters do not move too far (in Euclidean distance) from the 54 (a) (b) Figure 3.1: Changing the mean of a Gaussian by a fixed amount (from solid to dotted curve) can have more impact when the (shared) variance is small (as in a) compared to when the variance is large (as in b). Hence the impact (in terms of prediction accuracy) of a change to μ depends on where the optimizer is in (μ,σ) space. From Figure 3 of [Hon+10], reproduced from [Val00]. Used with kind permission of Antti Honkela. previous parameters: θk+1 =argminLˆk(θ) s.t. ||θ−θk||2 ≤ε θ Lˆk(θ) = L(θk) + gTk(θ − θk) (3.41) (3.42) where the step size ηk is proportional to ε. This is called a proximal update [PB+14]. One problem with the SGD update is that Euclidean distance in parameter space does not make sense for probabilistic models. For example, consider comparing two Gaussians, pθ = p(y|μ, σ) and pθ′ = p(y|μ′, σ′). The (squared) Euclidean distance between the parameter vectors decomposes as ||θ−θ′||2 = (μ−μ′)2+(σ−σ′)2. However, the predictive distribution has the form exp(− 1 (y − μ)2), so changes in μ need to be measured 2σ2 relative to σ. This is illustrated in Figure 3.1(a-b), which shows two univariate Gaussian distributions (dotted and solid lines) whose means differ by ε. In Figure 3.1(a), they share the same small variance σ2, whereas in Figure 3.1(b), they share the same large variance. It is clear that the difference in μ matters much more (in terms of the effect on the distribution) when the variance is small. Thus we see that the two parameters interact with each other, which the Euclidean distance cannot capture. The key to NGD is to measure the notion of distance between two probability distributions in terms of the KL divergence. This can be approximated in terms of the Fisher information matrix (FIM). In particular, for any given input x, we have DKL (pθ(y|x) ∥ pθ+δ(y|x)) ≈ 12δTFxδ where Fx is the FIM Fx(θ) = −Epθ(y|x) 􏰂∇2 logpθ(y|x)􏰃 = Epθ(y|x) 􏰂(∇logpθ(y|x))(∇logpθ(y|x))T􏰃 We now replace the Euclidean distance between the parameters, d(θk,θk+1) = ||δ||2, with d(θk, θk+1) = δTFkδk (3.43) (3.44) (3.45) where δ = θk+1 − θk and Fk = Fx(θk) for a randomly chosen input x. This gives rise to the following constrained optimization problem: δk=argminLˆk(θk+δ) s.t. δTFkδ≤ε δ If we replace the constraint with a Lagrange multiplier, we get the unconstrained objective: Jk(δ) = L(θk) + gTkδ + ηkδTFkδ 55 (3.46) (3.47) Solving Jk(δ) = 0 gives the update δ = −ηkF−1gk (3.48) k The term F−1g is called the natural gradient. This is equivalent to a preconditioned gradient update, where we use the inverse FIM as a preconditioning matrix. We can compute the (adaptive) learning rate using 􏰚 ε gTF−1g (3.49) kkk 3.3.4.2 Natural actor critic |D| (x,y)∈D ηk = Computing the FIM can be hard. A simple approximation is to replace the model’s distribution with the empirical distribution. In particular, define pD (x, y) = N1 􏰐Nn=1 δxn (x)δyn (y), pD (x) = N1 􏰐Nn=1 δxn (x) and pθ(x,y) = pD(x)p(y|x,θ). Then we can compute the empirical Fisher [Mar16] as follows: F(θ) = E 􏰓􏰂∇ log p(y|x, θ)∇ log p(y|x, θ)T􏰃 pθ(x,y) 􏰂 􏰃 ≈ EpD (x,y) ∇ log p(y|x, θ)∇ log p(y|x, θ)T = 1 ∇ log p(y|x, θ)∇ log p(y|x, θ)T To apply NGD to RL, we can adapt the A2C algorithm in Algorithm 6. In particular, define gkt =∇θkAtlogπθ(at|st) (3.50) (3.51) (3.52) (3.53) where At is the advantage function at step t of the random trajectory generated by the policy at iteration k. Now we compute gk = T t=1 1 􏰓T 1 􏰓T gkt, Fk = T gktgTkt (3.54) t=1 and compute δk+1 = −ηkF−1gk. This approach is called natural policy gradient [Kak01; Raj+17]. We can compute F−1gk without having to invert F by using the conjugate gradient method, where kkk each CG step uses efficient methods for Hessian-vector products [Pea94]. This is called Hessian free optimization [Mar10]. Similarly, we can efficiently compute gT(F−1gk). As a more accurate alternative to the empirical Fisher, [MG15] propose the KFAC method, which stands for “Kronecker factored approximate curvature”; this approximates the FIM of a DNN as a block diagonal matrix, where each block is a Kronecker product of two small matrices. This was applied to policy gradient learning in [Wu+17]. 3.4 Policy improvement methods In this section, we discuss methods that try to monotonically improve performance of the policy at each step, rather than just following the gradient, which can result in a high variance estimate where performance can increase or decrease at each step. These are called policy improvement methods. Our presentation is based on [QPC24]. 3.4.1 Policy improvement lower bound We start by stating a useful result from [Ach+17]. Let πk be the current policy at step k, and let π be any other policy (e.g., a candidate new one). Let pγπk be the normalized discounted state visitation distribution for πk , defined in Equation (3.8). Let Aπk (s, a) = Qπk (s, a) − V πk (s) be the advantage function. Finally, let the total variation distance between two distributions be given by TV(p, q) ≜ 12 ||p − q||1 = 21 􏰓s |p(s) − q(s)| (3.55) 56 kk Then one can show [Ach+17] that J(π)−J(πk)≥ 1 Epγ (s)π (a|s)􏰉π(a|s)Aπk(s,a)􏰊−2γCπ,πk Epγ (s)[TV(π(·|s),πk(·|s))] (3.56) 1−γ πk k πk(a|s) (1−γ)2 πk 􏰞 􏰝􏰜 􏰟 L(π,πk ) where Cπ,πk = maxs |Eπ(a|s) [Aπk (s, a)] |. In the above, L(π, πk) is a surrogate objective, and the second term is a penalty term. If we can optimize this lower bound (or a stochastic approximation, based on samples from the current policy πk), we can guarantee monotonic policy improvement (in expectation) at each step. We will replace this objective with a trust-region update that is easier to optimize: πk+1 =argmaxL(π,πk) s.t. Epγπk(s)[TV(π,πk)(s)]≤ε (3.57) π The constraint bounds the worst-case performance decline at each update. The overall procedure becomes an approximate policy improvement method. There are various ways of implementing the above method in practice, some of which we discuss below. (See also [GDWF22], who propose a framework called mirror learning, that justifies these “approximations” as in fact being the optimal thing to do for a different kind of ob jective.) 3.4.2 Trust region policy optimization (TRPO) In this section, we describe the trust region policy optimization (TRPO) method of [Sch+15b]. This implements an approximation to Equation (3.57). First, it leverages the fact that if Epγπk (s) [DKL (πk ∥ π) (s)] ≤ δ (3.58) then π also satisfies the TV constraint with δ = ε2 . Next it considers a first-order expansion of the surrogate objective to get 2 L(π,πk)=Epγ (s)π (a|s)􏰉π(a|s)Aπk(s,a)􏰊≈gTk(θ−θk) (3.59) πk k πk(a|s) where gk = ∇θ L(πθ , πk )|θk . Finally it considers a second-order expansion of the KL term to get the approximate constraint Epγπk(s)[DKL(πk ∥π)(s)]≈ 12(θ−θk)TFk(θ−θk) (3.60) where Fk = gkgTk is an approximation to the Fisher information matrix (see Equation (3.54)). We then use the update where v = F−1g is the natural gradient, and the step size is initialized to η = 􏰙 2δ . (In practice we θk+1 =θk +ηkvk (3.61) k k k compute vk by approximately solving the linear system Fkv = gk using conjugate gradient methods, which k vTkFkvk just require matrix vector multiplies.) We then use a backtracking line search procedure to ensure the trust region is satisfied. 3.4.3 Proximal Policy Optimization (PPO) In this section, we describe the the proximal policy optimization or PPO method of [Sch+17], which is a simplification of TRPO. We start by noting the following result: Epγπ (s)[TV(π,πk)(s)]=1E(s,a)∼pγπ 􏰉|π(a|s) −1|􏰊 (3.62) k 2 k πk(a|s) 57 This holds provided the support of π is contained in the support of πk at every state. We then use the following update: πk+1 =argmaxE(s,a)∼pγπk [min(ρk(s,a)Aπk(s,a),ρ ̃k(s,a)Aπk(s,a))] (3.63) π whereρk(s,a)= π(a|s) isthelikelihoodratio,andρ ̃k(s,a)=clip(ρk(s,a),1−ε,1+ε),whereclip(x,l,u)= πk (a|s) min(max(x,l),u). See [GDWF22] for a theoretical justification for these simplifications. Furthermore, this can be modified to ensure monotonic improvement as discussed in [WHT19], making it a true bound optimization method. Some pseudocode for PPO (with GAE) is given in Algorithm 7. It is basically identical to the AC code in Algorithm 6, except the policy loss has the form min(ρtAt, ρ ̃tAt) instead of At log πφ(at|st), and we perform multiple policy updates per rollout, for increased sample efficiency. For all the implementation details, see https://iclr-blog-track.github.io/2022/03/25/ppo-implementation-details/. Algorithm 7: PPO with GAE Initialize parameters φ, environment state s for iteration k = 1,2,... do (τ, s) = rollout(s, πφ) (s1, a1, r1, . . . , sT ) = τ vt =Vφ(st)fort=1:T (A1:T , q1:T ) = GAE(r1:T , v1:T , γ, λ) φold ← φ form=1:M do ρt = πφ(at|st) fort=1:T πφold (at |st ) ρ ̃t =clip(ρt)fort=1:T L(φ)= T1 􏰐Tt=1􏰂λTD(Vφ(st)−qt)2 −λPGmin(ρtAt,ρ ̃tAt)−λentH(πφ(·|st))􏰃 1 2 3 4 5 6 7 8 9 10 11 12 In this section, we discuss the VMPO algorithm of [FS+19], which is an on-policy extenson of the earlier on-policy MPO algorithm (MAP policy optimization) from [Abd+18]. It was originally explained in terms of “control as inference” (see Section 1.5), but we can also view it as a contrained policy improvement method, based on Equation (3.57). In particular, VMPO leverages the fact that if Epγπk (s) [DKL (π ∥ πk ) (s)] ≤ δ (3.64) then π also satisfies the TV constraint with δ = ε2 . 2 Note that here the KL is reversed compared to TRPO in Section 3.4.2. This new version will encourage π to be mode-covering, so it will naturally have high entropy, which can result in improved robustness. Unfortunately, this kind of KL is harder to compute, since we are taking expectations wrt the unknown distribution π. To solve this problem, VMPO adopts an EM-type approach. In the E step, we compute a non-parametric version of the state-action distribution given by the unknown new policy: φ := φ − η∇φL(φ) 3.4.4 VMPO The optimal new distribution is given by ψ(s, a) = π(a|s)pγπk (s) ψk+1 = argmax Eψ(s,a) [Aπk (s, a)] s.t. DKL (ψ ∥ ψk ) ≤ δ ψ 58 (3.65) (3.66) where ψk (s, a) = πk (a|s)pγπk (s). The solution to this is ψk+1(s, a) = pγπk (s)πk(a|s)w(s, a) w(s, a) = exp(Aπk (s, a)/λ∗) Z(λ∗) Z(λ) = E(s,a)∼pγπk [exp(Aπk (s, a)/λ)] λ∗ =argminλδ+λlogZ(λ) (3.67) (3.68) (3.69) (3.70) λ≥0 In the M step, we project this target distribution back onto the space of parametric policies, while satisfying the KL trust region constraint: πk+1 = argmax E(s,a)∼pγπk [w(s, a) log π(a|s)] s.t. Epγπk [DKL (ψk ∥ ψ) (s)] ≤ δ (3.71) π 3.5 Off-policy methods In many cases, it is useful to train a policy using data collected from a distinct behavior policy πb(a|s) that is not the same as the target policy π(a|s) that is being learned. For example, this could be data collected from earlier trials or parallel workers (with different parameters θ′) and stored in a replay buffer, or it could be demonstration data from human experts. This is known as off-policy RL, and can be much more sample efficient than the on-policy methods we have discussed so far, since these methods can use data from multiple sources. However, off-policy methods are more complicated, as we will explain below. The basic difficulty is that the target policy that we want to learn may want to try an action in a state that has not been experienced before in the existing data, so there is no way to predict the outcome of this new (s,a) pair. In this section, we tackle this problem by assuming that the target policy is not too different from the behavior policy, so that the ratio π(a|s)/πb(a|s) is bounded, which allows us to use methods based on importance sampling. In the online learning setting, we can ensure this property by using conservative incremental updates to the policy. Alternatively we can use policy gradient methods with various regularization methods, as we discuss below. In Section 5.5, we discuss offline RL, which is an extreme instance of off-policy RL where we have a fixed behavioral dataset, possibly generated from an unknown behavior policy, and can never collect any new data. 3.5.1 Policy evaluation using importance sampling Assume we have a dataset of the form D = {τ(i)}1≤i≤n, where each trajectory is a sequence τ(i) = (s(i), a(i), r(i), s(i) . . .), where the actions are sampled according to a behavior policy π , and the reward and 0001 b next states are sampled according to the reward and transition models. We want to use this offline dataset to evaluate the performance of some target policy π; this is called off-policy policy evaluation or OPE. If the trajectories τ(i) were sampled from π. we could use the standard Monte Carlo estimate: n T−1 Jˆ(π) ≜ 1 􏰓 􏰓 γtr(i) (3.72) However, since the trajectories are sampled from πb, we use importance sampling (IS) to correct for the distributional mismatch, as first proposed in [PSS00]. This gives nt i=1 t=0 n T−1 Jˆ (π) ≜ 1 􏰓 p(τ(i)|π) 􏰓 γtr(i) (3.73) It can be verified that E 􏰖Jˆ (π)􏰗 = J(π), that is, Jˆ (π) is unbiased, provided that p(τ|π ) > 0 whenever IS n p(τ(i)|πb) t i=1 t=0 πb IS IS b p(τ|π) > 0. The importance ratio, p(τ(i)|π) , is used to compensate for the fact that the data is sampled p(τ (i) |πb ) 59 from πb and not π. It can be simplified as follows: p(τ|π) p(s0)􏰑􏰑T−1 π(at|st)pS(st+1|st,at)pR(rt|st,at,st+1) T􏰔−1 π(at|st) = t=0 p(τ|πb) p(s0) T−1 πb(at|st)pS(st+1|st,at)pR(rt|st,at,st+1) (3.74) This simplification makes it easy to apply IS, as long as the target and behavior policies are known. (If the 3.5.2 Off-policy actor critic methods In this section, we discuss how to extend actor-critic methods to work with off-policy data. 3.5.2.1 Learning the critic using V-trace In this section we build on Section 3.5.1 to develop a practical method, known as V-trace [Esp+18], to estimate the value function for a target policy using off-policy data. (This is an extension of the earlier Retrace algorithm [Mun+16], which estimates the Q function using off-policy data.) First consider the n-step target value for V (si) in the on-policy case: i+􏰓n−1 t=i i+􏰓n−1 t=i where we define δt = (rt + γV (st+1) − V (st)) as the TD error at time t. To extend this to the off-policy case, we use the per-step importance ratio trick. However, to bound the variance of the estimator, we truncate the IS weights. In particular, we define Vi = V (si) + = V (si) + γt−irt + γnV (si+n) γt−i (rt + γV (st+1) − V (st)) (3.77) (3.78) ct = min 􏰇c, π(at|st) 􏰈 , ρt = min 􏰇ρ, π(at|st) 􏰈 πb(at|st) πb(at|st) where c and ρ are hyperparameters. We then define the V-trace target value for V (si) as (3.79) (3.80) 􏰞 􏰝􏰜 􏰟 = πb(at|st) behavior policy is unknown, we can estimate it from D, and replace π by its estimate πˆ . For convenience, t=0 t=0 define the per-step importance ratio at time t by ρt(τ ) ≜ π(at|st)/πb(at|st) (3.75) We can reduce the variance of the estimator by noting that the reward rt is independent of the trajectory beyond time t. This leads to a per-decision importance sampling variant: (3.76) n T−1 Jˆ (π)≜ 1􏰓􏰓􏰔ρ′(τ(i))γtr(i) PDIS n t t i=1 t=0 t′≤t bb δt i+n−1 􏰋t−1 􏰌 vi =V(si)+ 􏰓 γt−i 􏰔ct′ t=i t′ =i Note that we can compute these targets recursively using ρtδt vi = V (si) + ρiδi + γci(vi+1 − V (si+1)) The product of the weights ci . . . ct−1 (known as the “trace”) measures how much a temporal difference δt at time t impacts the update of the value function at earlier time i. If the policies are very different, the 60 (3.81) variance of this product will be large. So the truncation parameter c is used to reduce the variance. In [Esp+18], they find c = 1 works best. The use of the target ρtδt rather than δt means we are evaluating the value function for a policy that is somewhere between πb and π. For ρ = ∞ (i.e., no truncation), we converge to the value function V π, and for ρ → 0, we converge to the value function V πb . In [Esp+18], they find ρ = 1 works best. Note that if c = ρ, then ci = ρi. This gives rise to the simplified form n−1􏰋j 􏰌 vt =V(st)+􏰓γj 􏰔 ct+m δt+j (3.82) j=0 m=0 We can use the above V-trace targets to learn an approximate value function by minimizing the usual l2 loss: the gradient of which has the form 3.5.2.2 Learning the actor L(w) = Et∼D 􏰂(vt − Vw(st))2􏰃 (3.83) ∇L(w) = 2Et∼D [(vt − Vw(st))∇wVw(st)] (3.84) We now discuss how to update the actor using an off-policy estimate of the policy gradient. We start by defining the objective to be the expected value of the new policy, where the states are drawn from the behavior policy’s state distribution, but the actions are drawn from the target policy: Jπb (πθ) = 􏰓 pγπb (s)Vπ(s) = 􏰓 pγπb (s) 􏰓 πθ(a|s)Qπ(s, a) (3.85) ssa Differentiating this and ignoring the term ∇θ Qπ (s, a), as suggested by [DWS12], gives a way to (approximately) estimate the off-policy policy-gradient using a one-step IS correction ratio: ∇θ Jπb (πθ ) ≈ 􏰓 􏰓 pγπb (s)∇θ πθ (a|s)Qπ (s, a) (3.86) sa 􏰉πθ(a|s) 􏰊 = Epγπb (s),πb (a|s) πb (a|s) ∇θ log πθ (a|s)Qπ (s, a) (3.87) In practice, we can approximate Qπ(st,at) by qt = rt +γvt+1, where vt+1 is the V-trace estimate for state st+1. If we use V (st) as a baseline, to reduce the variance, we get the following gradient estimate for the policy: ∇J(θ) = Et∼D [ρt∇θ log πθ(at|st)(rt + γvt − Vw(st))] (3.88) We can also replace the 1-step IS-weighted TD error ρt(rt +γvt −Vw(st)) with an IS-weighted GAE value by modifying the generalized advantage estimation method in Section 3.3.2. In particular, we just need to define λt = λ min(1, ρt). We denote the IS-weighted GAE estimate as Aρt .4 3.5.2.3 IMPALA As an example of an off-policy AC method, we consider IMPALA, which stands for “Importance Weighted Actor-Learning Architecture”. [Esp+18]. This uses shared parameters for the policy and value function (with different output heads), and adds an entropy bonus to ensure the policy remains stochastic. Thus we end up with the following objective, which is very similar to on-policy actor-critic shown in Algorithm 6: L(φ)=Et∼D􏰂λTD(Vφ(st)−vt)2−λPGAρt logπφ(at|st)−λentH(πφ(·|st))􏰃 (3.89) 4For an implementation, see https://github.com/google-deepmind/rlax/blob/master/rlax/_src/multistep.py#L39 61 The only difference from standard A2C is that we need to store the probabilities of each action, πb(at|st), in addition to (st,at,rt,st+1) in the dataset D, which can be used to compute ρt. [Esp+18] was able to use this method to train a single agent (using a shared CNN and LSTM for both value and policy) to play all 57 games at a high level. Furthermore, they showed that their method — thanks to its off-policy corrections — outperformed the A3C method (a parallel version of A2C) in Section 3.3.1. 3.5.3 Off-policy policy improvement methods So far we have focused on actor-critic methods. However, policy improvement methods, such as PPO, are often preferred to AC methods, since they monotonically improve the objective. In [QPC21] they propose one way to extend PPO to the off-policy case. This method was generalized in [QPC24] to cover a variety of policy improvement algorithms, including TRPO and VMPO. We give a brief summary below. The key insight is to realize that we can generalize the lower bound in Equation (3.56) to any reference policy J(π) − J(πk) ≥ 1 Epγ (s)π (a|s) 􏰉 π(a|s) Aπk (s, a)􏰊 − 2γCπ,πk Epγ (s) [TV(π(·|s), πref(·|s))] (3.90) 1 − γ πref k πref(a|s) (1 − γ)2 πref The reference policy can be any previous policy, or a convex combination of them. In particular, if πk is the current policy, we can consider the reference policy to be πref = 􏰐Mi=1 νiπk−i, where 0 ≤ νi ≤ 1 and 􏰐i νi = 1 are mixture weights. We can approximate the expectation by sampling from the replay buffer, which contains samples from older policies. That is, (s, a) ∼ pγπref can be implemented by i ∼ ν and (s, a) ∼ pγπk−i . To compute the advantage function Aπk from off policy data, we can adapt the V-trace method of Equation (3.82) to get Aπk trace VMPO (Section 3.4.4) and TRPO (Section 3.4.2) approach. We discuss each of these cases below. 3.5.3.1 Off-policy PPO The simplest is to use off-policy PPO, which gives an update of the following form (known as Generalized n−1􏰋j 􏰌 (s,a)=δ +􏰓γj 􏰔c δ (3.91) whereδt =rt+γV(st+1)−V(st),andct =min􏰅c, πk(at|st) 􏰆isthetruncatedimportancesamplingratio. t t t t+m t+j j=0 m=1 πk−i (at |st ) To compute the TV penalty term from off policy data, we need to choose between the PPO (Section 3.4.3), PPO): πk+1 = argmax Ei∼ν 􏰖E(s,a)∼pγπk−i [min(ρk−i(s, a)Aπk (s, a), ρ ̃k−i(s, a)Aπk (s, a))]􏰗 π where ρk−i(s,a) = π(a|s) and ρ ̃k−i(s,a) = clip( π(a|s) ,l,u), where l = πk(a|s) −ε and u = πk−i (a|s) πk−i (a|s) πk−i (a|s) (For other off-policy variants of PPO, see e.g., [Men+23; LMW24].) 3.5.3.2 Off-policy VMPO (3.92) πk(a|s) +ε. πk−i (a|s) For an off-policy version of VMPO, see the original MPO method of [Abd+18]; this is derived using an EM framework, but EM is just another bound optimization algorithm [HL04], and the result is equivalent to the version presented in [QPC24]. 3.5.3.3 Off-policy TRPO For details on the off-policy version of TRPO, see [QPC24]. 62 3.5.4 Soft actor-critic (SAC) The soft actor-critic (SAC) algorithm [Haa+18a; Haa+18b] is an off-policy actor-critic method based on a framework known as maximum entropy RL, which we introduced in Section 1.5.3. Crucially, even though SAC is off-policy and utilizes a replay buffer to sample past experiences, the policy update is done using the actor’s own probability distribution, eliminating the need to use importance sampling to correct for discrepancies between the behavior policy (used to collect data) and the target policy (used for updating), as we will see below. We start by slightly rewriting the maxent RL objective from Equation (1.67) using modified notation: JSAC(θ) ≜ Epγπθ (s)πθ(a|s) [R(s,a) + αH(πθ(·|s))] (3.93) Note that the entropy term makes the objective easier to optimize, and encourages exploration. To optimize this, we can perform a soft policy evaluation step, and then a soft policy improvement step. In the policy evaluation step, we can repeatedly apply a modified Bellman backup operator T π defined as T πQ(st, at) = r(st, at) + γEst+1∼p [V (st+1)] (3.94) where V (st) = Eat∼π [Q(st, at) − α log π(at|st)] (3.95) is the soft value function. If we iterate Qk+1 = T πQk„ this will converge to the soft Q function for π. In the policy improvement step, we derive the new policy based on the soft Q function by softmaxing over the possible actions for each state. We then project the update back on to the policy class Π: πnew =argminDKL􏰇π′(·|st)∥ exp(α1Qπold(st,·))􏰈 (3.96) (The partition function Zπold (st) may be intractable to compute for a continuous action space, but it cancels out when we take the derivative of the objective, so this is not a problem, as we show below.) After solving the above optimization problem, we are guaranteed to satisfy the soft policy improvement theorem, i.e., Qπnew (st, at) ≥ Qπold (st, at) for all st and at. The above equations are intractable in the non-tabular case, so we now extend to the setting where we use function approximation. 3.5.4.1 Policy evaluation For policy evaluation, we hold the policy parameters π fixed and optimize the parameters w of the Q function by minimizing the soft Bellman residual JQ(w) = E(st,at,rt+1,st+1)∼D 􏰉12 (Qw(st,at) − q(rt+1,st+1))2􏰊 (3.97) where D is a replay buffer, q(rt+1, st+1) = rt+1 + γVw(st+1) (3.98) is the frozen target value, and and Vw(s) is a frozen version of the soft value function from Equation (3.95): Vw(st) = Eπ(at|st) [Qw(st, at) − α log π(at|st)] (3.99) where w is the EMA version of w. (The use of a frozen target is to avoid bootstrapping instablilities discussed in Section 2.5.2.4.) To avoid the positive overestimation bias that can occur with actor-critic methods, [Haa+18a], suggest fitting two soft Q functions, by optimizing JQ(wi), for i = 1, 2, independently. Inspired by clipped double Q learning, used in TD3 (Section 3.6.2), the targets are defined as q(rt+1,st+1;w1:2,θ)=rt+1 +γ􏰉minQwi(st+1,a ̃t+1)−αlogπθ(a ̃t+1|st+1)􏰊 (3.100) i=1,2 63 π′∈Π Zπold (st) where a ̃t+1 ∼ πθ(st+1) is a sampled next action. In [Che+20], they propose the REDQ method (Section 2.5.3.3) which uses a random ensemble of N ≥ 2 networks instead of just 2. 3.5.4.2 Policy improvement: Gaussian policy For policy improvement, we hold the value function parameters w fixed and optimize the parameters θ of the policy by minimizing the objective below, which is derived from the KL term by multiplying by α and dropping the constant Z term: Jπ(θ)=Est∼D[Eat∼πθ [αlogπθ(at|st)−Qw(st,at)]] (3.101) Since we are taking gradients wrt θ, which affects the inner expectation term, we need to either use the REINFORCE estimator from Equation (3.15) or the reparameterization trick (see e.g., [Moh+20]). The latter is much lower variance, so is preferable. To explain this in more detail, let us assume the policy distribution has the form πθ(at|st) = N(μθ(st),σ2I). We can write the random action as at = fθ(st,εt), where f is a deterministic function of the state and a noise variable εt, since at = μ(st) + σ2εt, where εt ∼ N (0, I). The objective now becomes Jπ(θ)=Est∼D,εt∼N [αlogπθ(fθ(st,εt)|st)−Qw(st,fθ(st,εt))] (3.102) where we have replaced the expectation of at wrt πθ with an expectation of εt wrt its noise distribution N. Hence we can now safely take stochastic gradients. See Algorithm 8 for the pseudocode. (Note that, for discrete actions, we can avoid the need for the reparameterization trick by computing the expectations explicitly, as discussed in Section 3.5.4.3.) 3.5.4.3 Policy improvement: softmax policy For discrete actions, we can replace the Gaussian reparameterization with the gumbel-softmax reparameter- ization [JGP16; MMT17]. Alternatively, we can eschew sampling and compute the expectations over the actions explicitly, to derive lower variance versions of the equations; this is known as SAC-Discrete [Chr19]. The Jπ objective can now be computed as Jπ′ (θ) = Est∼D 􏰍􏰓 πθ(a|st)[α log πθ(a|st) − Qw(st, a)]􏰎 (3.103) a which avoids the need for reparameterization. (In [Zho+22], they propose to augment Jπ′ with an entropy penalty, adding a term of the form 12(Hold −Hπ)2, to prevent drastic changes in the policy, where the entropy of the policy can be computed analytically per sampled state.) The JQ term is similar to before JQ′ (w)=E(st,at,rt+1,st+1)∼D􏰉12(Qw(st,at)−q′(rt+1,st+1))2)􏰊 where now the frozen target function is given by (3.104) (3.105) q′(rt+1,st+1)=rt+1 +γ􏰓πθ(at+1|st+1)[minQwi(st+1,at+1)−αlogπθ(at+1|st+1)] i=1,2 In [Haa+18b] they propose to automatically adjust the temperature parameter α by optimizing J(α)=Est∼D,at∼πθ 􏰂−α(logπθ(at|st)+H)􏰃 at+1 3.5.4.4 Adjusting the temperature where H is the target entropy (a hyper-parameters). This objective is approximated by sampling actions from the replay buffer. 64 Algorithm 8: SAC 1 Initialize environment state s, policy parameters θ, N critic parameters wi, target parameters wi = wi, replay buffer D = ∅, discount factor γ, EMA rate ρ, step size ηw, ηπ. 2 repeat 3 Take action a ∼ πθ(·|s) 4 (s′, r) = step(a, s) 5 D := D ∪ {(s, a, r, s′)} 6 s ← s′ 7 for G updates do 8 Sample a minibatch B = {(sj,aj,rj,s′j)} from D 9 w = update-critics(θ, w, B) 10 Sample a minibatch B = {(sj,aj,rj,s′j)} from D 11 θ = update-policy(θ, w, B) 12 until converged 13 . 14 def update-critics(θ, w, B): 15 Let (sj,aj,rj,s′j)Bj=1 = B 16 qj = q(rj,s′j;w1:N,θ) for j = 1 : B 17 fori=1:Ndo􏰐 18 L(wi) = 1 ′ (Qwi(sj,aj)−sg(qj))2 |B| (s,a,r,s )j∈B 19 wi ← wi − ηw∇L(wi) // Descent 20 wi := ρwi + (1 − ρ)wi //Update target networks 21 Return w1:N , w1:N 22 . 23 def update-a􏰐ctor(θ, w, B): ˆ1N 24 Q(s, a) ≜ 􏰐 Qwi (s, a) // Average critic 25 J(θ)= 1 Qˆ(s,a ̃θ(s))−αlogπθ(a ̃(s)|s) , a ̃θ(s)∼πθ(·|s) |B| s∈B N i=1 26 θ←θ+ηθ∇J(θ)//Ascent 27 Return θ 􏰅􏰆 65 For discrete actions, temperature objective is given by J ′ (α) = Est ∼D 􏰍􏰓 πt (a|st )[−α(log πt (at |st ) + H )]􏰎 (3.106) a 3.6 Deterministic policy gradient methods In this section, we consider the case of a deterministic policy, that predicts a unique action for each state, so at = μθ(st), rather than at ∼ πθ(st). (We require that the actions are continuous, because we will take the Jacobian of the Q function wrt the actions; if the actions are discrete, we can just use DQN.) The advantage of using a deterministic policy is that we can modify the policy gradient method so that it can work off policy without needing importance sampling, as we will see. Following Equation (3.7), we define the value of a policy as the expected discounted reward per state: J (μθ ) ≜ Eρμθ (s) [R(s, μθ (s))] (3.107) The deterministic policy gradient theorem [Sil+14] tells us that the gradient of this expression is given by ∇θ J (μθ ) = Eρμθ (s) [∇θ Qμθ (s, μθ (s))] (3.108) = Eρμθ (s) 􏰂∇θ μθ (s)∇a Qμθ (s, a)|a=μθ (s) 􏰃 (3.109) where ∇θμθ(s) is the M ×N Jacobian matrix, and M and N are the dimensions of A and θ, respectively. For stochastic policies of the form πθ(a|s) = μθ(s) + noise, the standard policy gradient theorem reduces to the above form as the noise level goes to zero. Note that the gradient estimate in Equation (3.109) integrates over the states but not over the actions, which helps reduce the variance in gradient estimation from sampled trajectories. However, since the deterministic policy does not do any exploration, we need to use an off-policy method for training. This collects data from a stochastic behavior policy πb, whose stationary state distribution is pγπb . The original objective, J(μθ), is approximated by the following: Jb (μθ ) ≜ Epγπb (s) [Vμθ (s)] = Epγπb (s) [Qμθ (s, μθ (s))] (3.110) with the off-policy deterministic policy gradient from [DWS12] is approximated by ∇θ Jb (μθ ) ≈ Epγπb (s) [∇θ [Qμθ (s, μθ (s))]] = Epγπb (s) 􏰂∇θ μθ (s)∇a Qμθ (s, a)|a=μθ (s) 􏰃 (3.111) where we have a dropped a term that depends on ∇θ Qμθ (s, a) and is hard to estimate [Sil+14]. To apply Equation (3.111), we may learn Qw ≈ Qμθ with TD, giving rise to the following updates: δ=rt +γQw(st+1,μθ(st+1))−Qw(st,at) wt+1 ←wt +ηwδ∇wQw(st,at) θt+1 ←θt +ηθ∇θμθ(st)∇aQw(st,a)|a=μθ(st) (3.112) (3.113) (3.114) So we learn both a state-action critic Qw and an actor μθ. This method avoids importance sampling in the actor update because of the deterministic policy gradient, and we avoids it in the critic update because of the use of Q-learning. If Qw is linear in w, and uses features of the form φ(s,a) = aT∇θμθ(s), then we say the function approximator for the critic is compatible with the actor; in this case, one can show that the above approximation does not bias the overall gradient. The basic off-policy DPG method has been extended in various ways, some of which we describe below. 66 3.6.1 DDPG The DDPG algorithm of [Lil+16], which stands for “deep deterministic policy gradient”, uses the DQN method (Section 2.5.2.2) to update Q that is represented by deep neural networks. In more detail, the actor tries to minimize the output of the critic by optimize Lθ(s) = Qw(s,μθ(s)) (3.115) averaged over states s drawn from the replay buffer. The critic tries to minimize the 1-step TD loss Lw(s, a, r, s′) = [Qw(s, a) − (r + γQw(s′, μθ(s′)))]2 (3.116) where Qw is the target critic network, and the samples (s,a,r,a′) are drawn from a replay buffer. (See Section 2.5.2.5 for a discussion of target networks.) The D4PG algorithm [BM+18], which stands for “distributed distributional DDPG”, extends DDPG to handle distributed training, and to handle distributional RL (see Section 5.1). 3.6.2 Twin Delayed DDPG (TD3) The TD3 (“twin delayed deep deterministic”) method of [FHM18] extends DDPG in 3 main ways. First, it uses target policy smoothing, in which noise is added to the action, to encourage generalization: a ̃ = μθ (s) + noise = πθ (s) (3.117) Second it uses clipped double Q learning, which is an extension of the double Q-learning discussed in Section 2.5.3.1 to avoid over-estimation bias. In particular, the target values for TD learning are defined using q(r, s′; w1:2, θ) = r + γ min Qwi (s′, πθ(s′)) (3.118) i=1,2 Third, it uses delayed policy updates, in which it only updates the policy after the value function has stabilized. (See also Section 3.3.3.) See Algorithm 9 for the pseudcode. 67 Algorithm 9: TD3 1 Initialize environment state s, policy parameters θ, target policy parameters θ, critic parameters wi, target critic parameters wi = wi, replay buffer D = ∅, discount factor γ, EMA rate ρ, step size ηw, ηθ. 2 repeat 3 a = μθ(s) + noise 4 (s′, r) = step(a, s) 5 D := D ∪ {(s, a, r, s′)} 6 s ← s′ 7 for G updates do 8 Sample a minibatch B = {(sj,aj,rj,s′j)} from D 9 w = update-critics(θ, w, B) 10 Sample a minibatch B = {(sj,aj,rj,s′j)} from D 11 θ = update-policy(θ, w, B) 12 until converged 13 . 14 def update-critics(θ, w, B): 15 Let (sj,aj,rj,s′j)Bj=1 = B 16 forj=1:Bdo 17 a ̃j =μθ(s′j)+clip(noise,−c,c) 18 qj =rj +γmini=1,2Qwi(s′j,a ̃j) 19 fori=1:2do􏰐 20 L(wi) = 1 ′ (Qwi(sj,aj)−sg(qj))2 |B| (s,a,r,s )j∈B 21 wi ← wi − ηw∇L(wi) // Descent 22 wi := ρwi + (1 − ρ)wi //Update target networks with EMA 23 Return w1:N , w1:N 24 . 25 def update-􏰐actor(θ, w, B): 26 J (θ) = 1 (Qw1 (s, μθ (s)))2 |B| s∈B 27 θ←θ+ηθ∇J(θ)//Ascent 28 θ := ρθ + (1 − ρ)θ //Update target policy network with EMA 29 Returnθ,θ 68 Chapter 4 Model-based RL Model-free approaches to RL typically need a lot of interactions with the environment to achieve good performance. For example, state of the art methods for the Atari benchmark, such as rainbow (Section 2.5.2.2), use millions of frames, equivalent to many days of playing at the standard frame rate. By contrast, humans can achieve the same performance in minutes [Tsi+17]. Similarly, OpenAI’s robot hand controller [And+20] needs 100 years of simulated data to learn to manipulate a rubiks cube. One promising approach to greater sample efficiency is model-based RL (MBRL). In the simplest approach to MBRL, we first learn the state transition or dynamics model pS(s′|s,a) — also called a world model — and the reward function R(s, a), using some offline trajectory data, and then we use these models to compute a policy (e.g., using dynamic programming, as discussed in Section 2.2, or using some model-free policy learning method on simulated data, as discussed in Chapter 3). It can be shown that the sample complexity of learning the dynamics is less than the sample complexity of learning the policy [ZHR24]. However, the above two-stage approach — where we first learn the model, and then plan with it — can suffer from the usual problems encountered in offline RL (Section 5.5), i.e., the policy may query the model at a state for which no data has been collected, so predictions can be unreliable, causing the policy to learn the wrong thing. To get better results, we have to interleave the model learning and policy learning, so that one helps the other (since the policy determines what data is collected). There are two main ways to perform MBRL. In the first approach, known as decision-time planning or model predictive control, we use the model to choose the next action by searching over possible future trajectories. We then score each trajectory, pick the action corresponding to the best one, take a step in the environment, and repeat. (We can also optionally update the model based on the rollouts.) This is discussed in Section 4.1. The second approach is to use the current model and policy to rollout imaginary trajectories, and to use this data (optionally in addition to empirical data) to improve the policy using model-free RL; this is called background planning, and is discussed in Section 4.2. The advantage of decision-time planning is that it allows us to train a world model on reward-free data, and then use that model to optimize any reward function. This can be particularly useful if the reward contains changing constraints, or if it is an intrinsic reward (Section 5.2.4) that frequently changes based on the knowledge state of the agent. The downside of decision-time planning is that it is much slower. However, it is possible to combine the two methods, as we discuss below. For an empirical comparison of background planning and decision-time planning, see [AP24]. Some generic pseudo-code for an MBRL agent is given in Algorithm 10. (The rollout function is defined in Algorithm 11; some simple code for model learning is shown in Algorithm 12, although we discuss other loss functions in Section 4.3; finally, the code for the policy learning is given in other parts of this manuscript.) For more details on general MBRL, see e.g., [Wan+19; Moe+23; PKP21]. 69 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 def MBRL-agent(Menv; T, H, N): Initialize state s ∼ Menv Initialize data buffer D = ∅, model Mˆ Initialize value function V , policy proposal π repeat // Collect data from environment τenv =rollout(s,π,T,Menv), s = τenv[−1], D = D ∪ τenv // Update model if Update model online then Mˆ =update-model(Mˆ,τenv) 28 1 2 3 4 5 6 def rollout(s1, π, T, M) τ=[s1] fort=1:Tdo at = π(st) (st+1, rt+1) ∼ M(st, at) τ+ = [at,rt+1,st+1] Algorithm 10: MBRL agent if Update model using replay then τn = sample-trajectory(D),n = 1 : N Mˆ =update-model(Mˆ,τ1:N ) replay // Update policy if Update on-policy with real then (π, V ) = update-on-policy(π, V, τenv) if Update on-policy with imagination then τn = rollout(sample-init-state(D),π,T,Mˆ),n = 1 : N (π,V)=update-on-policy(π,V,τ1:N ) imag if Update off-policy with real then replay replay imag 22 23 τn = sample-trajectory(D),n = 1 : N 24 25 26 27 (π,V)=update-off-policy(π,V,τ1:N ) replay if Update off-policy with imagination then τn = rollout(sample-state(D),π,T,Mˆ),n = 1 : N (π,V)=update-off-policy(π,V,τ1:N ) imag imag until until converged Algorithm 11: Rollout Return τ Algorithm 12: Model learning 1 􏰐N 􏰐 2 l(M) = −NT n=1 (st,at,rt+1,st+1)∈τn logM(st+1,rt+1|st,at) // NLL 7 1 def update-model(M,τ1:N) : 3 M=M−ηM∇Ml(M) 4 Return M 70 4.1 Decision-time planning If the model is known, and the state and action space is discrete and low dimensional, we can use exact techniques based on dynamic programming to compute the policy, as discussed in Section 2.2. However, for the general case, approximate methods must be used for planning, whether the model is known (e.g., for board games like Chess and Go) or learned. One approach to approximate planning is to be lazy, and just wait until we know what state we are in, call it st, and then decide what to do, rather than trying to learn a policy that maps any state to the best action. This is called decision time planning or “planning in the now” [KLP11]. We discuss some variants of this approach below. 4.1.1 Model predictive control (MPC) We now describe a method known as receeding horizon control or model predictive control (MPC) [MM90; CA13; RMD22]: We use the world model to predict future states and rewards that might follow from the current state for each possible sequence of future actions we might pursue, and we then take the action from the sequence that looks most promising. More precisely, at each step, we compute a∗ = planning(s , M, R, Vˆ, H) t:t+H−1 t 􏰍􏰓 􏰎 H−1 = argmax Est+1:t+H ∼M (·|st ,at:t+H −1 ) R(st+h , at+h ) + Vˆ (st+H ) (4.1) (4.2) (4.3) at:t+H −1 πMPC(st) = a∗t h=0 Here, H is called the planning horizon, and Vˆ (st+H ) is an estimate of the reward-to-go at the end of this H-step look-ahead process. We can often speed up the optimization process by using a pre-trained proposal policy at = π(st), which can be used to guide the search process, as we discuss below. Note that MPC computes a fixed sequence of actions, at:t+H−1, also called a plan, given the current state st; since the future actions at′ for t′ > t are independent of the future states st′ , this is called an open loop controller. Such a controller can work well in deterministic environments (where st′ can be computed from st and the action sequence), but in general, we will need to replan at each step, as the actual next state is observed. Thus MPC is a way of creating a closed loop controller. We can combine MPC with model and policy/proposal learning using the pseudocode in Algorithm 10, where the decision policy at = πMPC(st) is implemented by Equation (4.2). If we want to learn the propsoal policy at = π(st), we should use off-policy methods, since the training data (even if imaginary) will be collected by πMPC rather than by π. When learning the world model, we only need it to be locally accurate, around the current state, which means we can often use simpler models in MPC than in background planning approaches. In the sections below, we discuss particular kinds of MPC methods. Further connections between MPC and RL are discussed in [Ber24]. 4.1.2 Heuristic search If the state and action spaces are finite, we can solve Equation (4.2) exactly, although the time complexity will typically be exponential in H. However, in many situations, we can prune off unpromising trajectories, thus making the approach feasible in large scale problems. In particular, consider a discrete, deterministic MDP where reward maximization corresponds to finding a shortest path to a goal state. We can expand the successors of the current state according to all possible actions, trying to find the goal state. Since the search tree grows exponentially with depth, we can use a heuristic function to prioritize which nodes to expand; this is called best-first search, as illustrated in Figure 4.1. If the heuristic function is an optimistic lower bound on the true distance to the goal, it is called admissible. If we aim to maximize total rewards, admissibility means the heuristic function is an upper 71 Figure 4.1: Illustration of heuristic search. In this figure, the subtrees are ordered according to a depth-first search procedure. From Figure 8.9 of [SB18]. Used with kind permission of Richard Sutton. bound of the true value function. Admissibility ensures we will never incorrectly prune off parts of the search space. In this case, the resulting algorithm is known as A∗ search, and is optimal. For more details on classical AI heuristic search methods, see [Pea84; RN19]. 4.1.3 Monte Carlo tree search Monte Carlo tree search or MCTS is similar to heuristic search, but learns a value function for each encountered state, rather than relying on a manually designed heuristic (see e.g., [Mun14] for details). MCTS is inspired by the upper confidence bound (UCB) method for bandits, but works for general MDPs [KS06]. 4.1.3.1 AlphaGo and AlphaZero The famous AlphaGo system [Sil+16], which was the first AI system to beat a human grandmaster at the board game Go, used the MCTS method, combined with a value function learned using RL, and a policy that was initialized using supervised learning from human demonstrations. This was followed up by AlphaGoZero [Sil+17a], which had a much simpler design, and did not train on any human data, i.e., it was trained entirely using RL and self play. It significantly outperformed the original AlphaGo. This was generalized to AlphaZero [Sil+18], which can play expert-level Go, chess, and shogi (Japanese chess), using a known model of the environment. 4.1.3.2 MuZero AlphaZero assumes the world model is known. The MuZero method of [Sch+20] learns a world model, by training a latent representation of the observations, zt = φ(ot), and a corresponding latent dynamics model zt = M(zt,at). The world model is trained to predict the immediate reward, the future reward (i..e, the value), and the optimal policy, where the optimal policy is computed using MCTS. In more detail, to learn the model, MuZero uses a sum of 3 loss terms applied to each (zt−1, at, zt, rt) tuple in the replay buffer. The first loss is L(rt, rˆt), where rt is the observed reward and rˆt = R(zt) is the predicted reward. The second loss is L(πMCTS,π ), where πMCTS is the target policy from MCT􏰐S search (see below) ttt and π = f(z ) is the predicted policy. The third loss is L(GMCTS,v ), where GMCTS = n−1 γir +γkv t t t t t i=0 t+i t+n is the n-step bootstrap target value derived from MCTS search (see below), and vt = V (zt) is the predicted value from the current model. To pick an action, MuZero does not use the policy directly. Instead it uses MCTS to rollout a search tree using the dynamics model, starting from the current state zt. It uses the predicted policy πt and value vt as heuristics to limit the breadth and depth of the search. Each time it expands a node in the tree, it assigns it a unique integer id (since we are assuming the dynamics are deterministic), thus lazily creating a discrete MDP. It then partially solves for the tabular Q function for this MDP using Monte Carlo rollouts, similar to real-time dynamic programming (Section 2.2.2). 72 In more detail, the MCTS process is as follows. Let sk = zt be the root node, for k = 0. We initialize Q(sk,a) = 0 and P(sk,a) = πt(a|sk), where the latter is the prior for each action. To select the action ak to perform next (in the rollout), we use the UCB heuristic (Section 1.4.3) based on the empirical counts N(s,a) combined with the prior policy, P(s,a), which act as pseudocounts. After expanding this node, we create the child node sk+1 = M(sk,ak); we initialize Q(sk+1,a) = 0 and P(sk+1,a) = πt(a|sk+1), and repeat the process until we reach a maximum depth, where we apply the value function to the corresponding leaf node. We then compute the empirical sum of discounted rewards along each of the explored paths, and use this to update the Q(s,a) and N(s,a) values for all visited nodes. After performing 50 such rollouts, we compute the empiric􏰐al distribution over actions at the root node to get the MCTS visit count policy, πMCTS(a) = [N(s0, a)/( N(s0, b))]1/τ , where τ is a temperature. Finally we sample an action a from tbt πMCTS, take a step, add (o , a , r , πMCTS, GMCTS) to the replay buffer, compute the losses, update the model t ttttt and policy parameters, and repeat. The Stochastic MuZero method of [Ant+22] extends MuZero to allow for stochastic environments. The Sampled MuZero method of [Hub+21] extends MuZero to allow for large action spaces. 4.1.3.3 EfficientZero The Efficient Zero paper [Ye+21] extends MuZero by adding an additional self-prediction loss to help train the world model. (See Section 4.3.2.2 for a discussion of such losses.􏰐) It also makes several other changes. In particular, it replaces the empirical sum of instantaneous rewards, n−1 γir , used in computing GMCTS, i=0 t+i t with an LSTM model that predicts the sum of rewards for a trajectory starting at zt; they call this the value prefix. In addition, it replaces the stored value at the leaf nodes of trajectories in the replay buffer with new values, by rerunning MCTS using the current model applied to the leaves. They show that all three changes help, but the biggest gain is from the self-prediction loss. The recent Efficient Zero V2 [Wan+24b] extends this to also work with continuous actions, by replacing tree search with sampling-based Gumbel search, amongst other changes. 4.1.4 Trajectory optimization for continuous actions For continuous actions, we cannot enumerate all possible branches in the search tree. Instead, we can view Equation (4.2) as a standard optimization problem over the real valued sequence of vectors at:t+H−1. 4.1.4.1 Random shooting For general nonlinear models (such as neural networks), a simple approach is to pick a sequence of random actions to try, evaluate the reward for each trajectory, and pick the best. This is called random shooting [Die+07; Rao10]. 4.1.4.2 LQG If the system dynamics are linear and the reward function corresponds to negative quadratic cost, the optimal action sequence can be solved mathematically, as in the linear-quadratic-Gaussian (LQG) controller (see e.g., [AM89; HR17]). If the model is nonlinear, we can use differential dynamic programming (DDP) [JM70; TL05]. In each iteration, DDP starts with a reference trajectory, and linearizes the system dynamics around states on the trajectory to form a locally quadratic approximation of the reward function. This system can be solved using LQG, whose optimal solution results in a new trajectory. The algorithm then moves to the next iteration, with the new trajectory as the reference trajectory. 4.1.4.3 CEM It common to use black-box (gradient-free) optimization methods like the cross-entropy method or CEM in order to find the best action sequence. The CEM method is a simple derivative-free optimization method for 73 continuous black-box functions f : RD → R. We start with a multivariate Gaussian, N(μ0,Σ0), representing a distribution over possible action a. We sample from this, evaluate all the proposals, pick the top K, then refit the Gaussian to these top K, and repeat, until we find a sample with sufficiently good score (or we perform moment matching on the top K scores). For details, see [Rub97; RK04; Boe+05]. In Section 4.1.4.4, we discuss the MPPI method, which is a common instantiation of CEM method. Another example is in the TD-MPC paper [HSW22a]. They learn the world model (dynamics model) in a latent space so as to predict future value and reward using temporal difference learning, and then use CEM to implement MPC for this world model. In [BXS20] they discuss how to combine CEM with gradient-based planning. 4.1.4.4 MPPI The model predictive path integral or MPPI approach [WAT17] is a version of CEM. Originally MPPI was limited to models with linear dynamics, but it was extended to general nonlinear models in [Wil+17]. The basic idea is that the initial mean of the Gaussian at step t, namely μt = at:t+H , is computed based on shifting μˆt−1 forward by one step. (Here μt is known as a reference trajectory.) In [Wag+19], they apply this method for robot control. They consider a state vector of the form st = (qt,q ̇t), where qt is the configuration of the robot. The deterministic dynamics has the form st+1 =F(st,at)=􏰇 qt +q ̇t∆t 􏰈 (4.4) q ̇t +f(st,at)∆t where f is a 2 layer MLP. This is trained using the Dagger method of [RGB11], which alternates between fitting the model (using supervised learning) on the current replay buffer (initialized with expert data), and then deploying the model inside the MPPI framework to collect new data. 4.1.4.5 GP-MPC [KD18] proposed GP-MPC, which combines a Gaussian process dynamics model with model predictive control. They compute a Gaussian approximation to the future state trajectory given a candidate action trajectory, p(st+1:t+H|at:t+H−1,st), by moment matching, and use this to deterministically compute the expected reward and its gradient wrt at:t+H−1. Using this, they can solve Equation (4.2) to find a∗t:t+H−1; finally, they execute the first step of this plan, a∗t , and repeat the whole process. The key observation is that moment matching is a deterministic operator that maps p(st|a1:t−1) to p(st+1|a1:t), so the problem becomes one of deterministic optimal control, for which many solution methods exist. Indeed the whole approach can be seen as a generalization of the LQG method from classical control, which assumes a (locally) linear dynamics model, a quadratic cost function, and a Gaussian distribution over states [Rec19]. In GP-MPC, the moment matching plays the role of local linearization. The advantage of GP-MPC over the earlier method known as PILCO (“probabilistic inference for learning control”), which learns a policy by maximizing the expected reward from rollouts (see [DR11; DFR15] for details), is that GP-MPC can handle constraints more easily, and it can be more data efficient, since it continually updates the GP model after every step (instead of at the end of an trajectory). 4.1.5 SMC for MPC A general way to tackle MPC — which supports discrete and continuous actions, as well as discrete and continuous states and linear and nonlinear world models — is to formulate it as the problem of posterior inference over state-action sequences with high reward. That is, following the control as inference framework discussed in Section 1.5, we define the goal as computing the following posterior: T−1 􏰋T 􏰌 p(x1:T |s1, O1:T ) ∝ p(x1:T , O1:T |s1) = 􏰔 p(st+1|at, st) exp 􏰓 R(st, at) + log p(at) (4.5) t=1 t=1 74 where xt = (st, at), and Ot is the “optimality variable” which is clamped to the value 1, with distribution p(Ot = 1|st, at) = exp(R(st, at)). (Henceforth we will assume a uniform prior over actions, so p(at) ∝ 1.) If we can sample from this distribution, we can find state-action sequences with high expected reward, and then we can just extract the first action from one of these sampled trajectories.1 In practice we only compute the posterior for h steps into the future, although we still condition on optimality out to the full horizon T . Thus we define our goal as computing p(x1:h|O1:T ) ∝ p(x1:h|O1:h) p(Oh+1:T |xh) (4.6) 􏰞 􏰝􏰜 􏰟􏰞 􏰝􏰜 􏰟 αh (x1:h ) βh (xh ) where p(Ot = 1|st, at) = exp(R(st, at)) is the probability that the “optimality variable” obtains its observed (clamped) value of 1. We have decomposed the posterior as a forwards filtering term, αh(x1:h), and a backwards likelihood or smoothing term, βh(xh), as is standard in the literature on inference in state-space models (see e.g., [Mur23, Ch.8-9]). Note that if we define the value function as V (sh) = log p(Oh:T |sh), then the backwards message can be rewritten as follows [Pic+19]: p(Oh+1:T |xh) = Ep(sh+1|xh) [exp(V (sh+1))] (4.7) A standard way to perform posterior inference in models such as these is to use Sequential Monte Carlo or SMC, which is an extension of particle filtering (i.e., sequential importance sampling with resampling) to a general sequence of distributions over a growing state space (see e.g., [Mur23, Ch 13.]). When combined with an approximation to the backwards message, the approach is called twisted SMC [BDM10; WL14; AL+16; Law+22; Zha+24]. This was applied to MPC in [Pic+19]. In particular, they suggest using SAC to learn a value function V , analogous to the backwards twist function, and policy π, which can be used to create the forwards proposal. More precisely, the policy can be combined with the world model M(st|st−1,at−1) to give a (Markovian) proposal disribution over the next state and action: q(xt|x1:t−1) = M(st|st−1, at−1)π(at|st) (4.8) This can then be used inside of an SMC algorithm to sample trajectories from the posterior in Equation (4.6). In particular, at each step, we sample from the proposal to extend each previous particle (sampled trajectory) by one step, and then reweight the corresponding particle using wt = p(x1:T |O1:T ) = p(x1:t−1|O1:T )p(xt|x1:t−1, O1:T ) (4.9) q(x1:t) q(x1:t−1)q(xt|x1:t−1) = w p(xt|x1:t−1, O1:T ) ∝ w 1 p(x1:t|O1:T ) (4.10) t−1 q(xt|x1:t−1) t−1 q(xt|x1:t−1) p(x1:t−1|O1:T ) Now plugging in the forward-backward equation from Equation (4.6), and doing some algebra, we get the following (see [Pic+19, App. A.4] for the detailed derivation): where w ∝ w 1 p(x1:t|O1:t)p(Ot+1:T |xt) t t−1 q(xt|x1:t−1) p(x1:t−1|O1:t−1)p(Ot:T |xt−1) ∝ wt−1Ep(st+1|st,at) [exp(A(st,at,st+1))] A(st, at, st+1) = rt − log π(at|st) + V (st+1) − Ep(st|st−1,at−1) [exp(V (st))] (4.11) (4.12) (4.13) is a maximum entropy version of an advantage function. We show the overall pseudocode in Algorithm 13. An improved version of the above method, called Critic SMC, is presented in [Lio+22]. The main difference is that they first extend each of the N particles (sampled trajectories) by K possible “putative actions” ank, then score them using a learned heuristic function Q(sn,ank), then resample N winners an from iiii 1We should really marginalize over the state sequences, and then find the maximum marginal probability action sequence, as in Equation (4.2), but we approximate this by joint sampling, for simplicity. For more discussion on this point, see [LG+24]. 75 Algorithm 13: SMC for MPC 1 def SMC-MPC(st, M, π, V, H) 2 Initialize particles: {snt = st }Nn=1 3 Initialize weights: {wtn = 1}Nn=1 4 fori=t:t+Hdo 5 // Propose one-step extension 6 {ani ∼ π(·|sni )} 7 {(sni+1, rin) ∼ M(·|sni , ani )} 8 // Update weights 9 {wn ∝wn exp(A(sn,an,sn ))} ii−1 iii+1 10 // Resampling 11 {xn1:i} ∼ Multinom(n; wi1, . . . , wiN ) 12 { w in = 1 } 13 Sample n ∼ Unif(1 : N) // Pick one of the top samples 14 Returnant this set of N×K particles, and then push these winners through the dynamics model to get sni+1 ∼ M(·|sni ,ani ). Finally, they reweight the N particles by the advantage and resample, as before. This can be advantageous if the dynamics model is slow to evaluate, since we can evaluate K possible extensions just using the heuristic function. We can think of this as a form of stochastic beam search, where the beam has N candidates, and you expand each one using K possible actions, and then reduce the population (beam) back to N 4.2 Background planning In Section 4.1, we discussed how to use models to perform decision time planning. However, this can be slow. Fortunately, we can amortize the planning process into a reactive policy. To do this, we can use the model to generate synthetic trajectories “in the background” (while executing the current policy), and use this imaginary data to train the policy; this is called “background planning”. We discuss a game theoretic formulation of this setup in Section 4.2.1. Then in Section 4.2.2, we discuss ways to combine model-based and model-free learning. Finally, in Section 4.2.3, we discuss ways to deal with model errors, that might lead the policy astray. 4.2.1 A game-theoretic perspective on MBRL In this section, we discuss a game-theoretic framework for MBRL, as proposed in [RMK20]. This provides a theoretical foundation for many of the more heuristic methods in the literature. We denote the true world model by Menv. To simplify the notation, we assume an MDP setup with a known reward function, so all that needs to be learned is the world model, Mˆ , representing p(s′|s, a). (It is trivial to also learn the reward function.) We define the value of a policy π when rolled out in some model M′ as the (discounted) sum of expected rewards: J(π, M′) = EM′,π 􏰍􏰓∞ γtR(st)􏰎 t=0 We define the loss of a model Mˆ given a distribution μ(s, a) over states and actions as l(Mˆ , μ) = E(s,a)∼μ 􏰖DKL 􏰅Menv (·|s, a) ∥ Mˆ (·|s, a)􏰆􏰗 76 We now define MBRL as a two-player general-sum game: 􏰜 􏰟􏰞 􏰝􏰜 􏰟􏰞 􏰝 policy player model player max J (π, Mˆ ), min l(Mˆ , μπMenv ) π Mˆ where μπMenv = T1 􏰐Tt=0 Menv(st = s,at = a) as the induced state visitation distribution when policy π is applied in the real world Menv, so that minimizing l(Mˆ,μπMenv) gives the maximum likelhood estimate for Mˆ . Now consider a Nash equilibrium of this game, that is a pair (π, Mˆ ) that satisfies l(Mˆ , μπMenv ) ≤ εMenv and J(π, Mˆ ) ≥ J(π′, Mˆ ) − επ for all π′. (That is, the model is accurate when predicting the rollouts from π, and π cannot be improved when evaluated in Mˆ ). In [RMK20] they prove that the Nash equilibirum policy π is near optimal wrt the real world, in the sense that J(π∗, Menv) − J(π, Menv) is bounded by a constant, where π∗ is an optimal policy for the real world Menv. (The constant depends on the ε parameters, and the TV distance between μπ∗ and μπ∗.) Menv Mˆ A natural approach to trying to find such a Nash equilibrium is to use gradient descent ascent or GDA, in which each player updates its parameters simultaneously, using πk+1 =πk +ηπ∇πJ(πk,Mˆk) Mˆk+1 =Mˆk −ηM∇ˆl(Mˆk,μπk ) M Menv Unfortunately, GDA is often an unstable algorithm, and often needs very small learning rates η. In addition, to increase sample efficiency in the real world, it is better to make multiple policy improvement steps using synthetic data from the model Mˆk at each step. Rather than taking small steps in parallel, the best response strategy fully optimizes each player given the previous value of the other player, in parallel: πk+1 = argmaxJ(π,Mˆk) π Mˆk+1 =argminl(Mˆ,μπk ) Mˆ Unfortunately, making such large updates in parallel can often result in a very unstable algorithm. To avoid the above problems, [RMK20] propose to replace the min-max game with a Stackelberg game, which is a generalization of min-max games where we impose a specific player ordering. In particular, let the players be A and B, let their parameters be θA and θB, and let their losses be LA(θA,θB) and LB(θA,θB). If player A is the leader, the Stackelberg game corresponds to the following nested optimization problem, also called a bilevel optimization problem: minLA(θA,θB∗ (θA)) s.t. θB∗ (θA) = argminLB(θA,θ) θA Since the follower B chooses the best response to the leader A, the follower’s parameters are a function of the leader’s. The leader is aware of this, and can utilize this when updating its own parameters. The main advantage of the Stackelberg approach is that one can derive gradient-based algorithms that will provably converge to a local optimum [CMS07; ZS22]. In particular, suppose we choose the policy as leader (PAL). We then just have to solve the following optimization problem: Mˆ Mˆk+1 =argminl(Mˆ,μπk ) Menv πk+1 =πk +ηπ∇πJ(πk,Mˆk+1) We can solve the first step by executing πk in the environment to collect data Dk and then fitting a local (policy-specific) dynamics model by solving Mˆk+1 = argminl(Mˆ,Dk). (For example, this could be a locally 77 Menv θ linear model, such as those used in trajectory optimization methods discussed in Section 4.1.4.4.) We then (slightly) improve the policy to get πk+1 using a conservative update algorithm, such as natural actor-critic (Section 3.3.4) or TRPO (Section 3.4.2), on “imaginary” model rollouts from Mˆk+1. Alternatively, suppose we choose the model as leader (MAL). We now have to solve πk+1 = argmaxJ(π,Mˆk) π Mˆ k+1 = Mˆ k − ηM ∇ ˆ l(Mˆ , μπk+1 ) We can solve the first step by using any RL algorithm on “imaginary” model rollouts from Mˆk to get πk+1. We then apply this in the real world to get data Dk+1, which we use to slightly improve the model to get Mˆk+1 by using a conservative model update applied to Dk+1. (In practice we can implement a conservative model update by mixing Dk+1 with data generated from earlier models, an approach known as data aggregation [RB12].) Compared to PAL, the resulting model will be a more global model, since it is trained on data from a mixture of policies (including very suboptimal ones at the beginning of learning). 4.2.2 Dyna The Dyna paper [Sut90] proposed an approach to MBRL that is related to the approach discussed in Section 4.2.1, in the sense that it trains a policy and world model in parallel, but it differs in one crucial way: the policy is also trained on real data, not just imaginary data. That is, we define πk+1 = πk +ηπ∇πJ(πk, Dˆk ∪Dk), where Dk is data from the real environment and Dˆk = rollout(πk,Mˆk) is imaginary data from the model. This makes Dyna a hybrid model-free and model-based RL method, rather than a “pure” MBRL method. In more detail, at each step of Dyna, the agent collects new data from the environment and adds it to a real replay buffer. This is then used to do an off-policy update. It also updates its world model given the real data. Then it simulates imaginary data, starting from a previously visited state (see sample-init-state function in Algorithm 10), and rolling out the current policy in the learned model. The imaginary data is then added to the imaginary replay buffer and used by an on-policy learning algorithm. This process continue until the agent runs out of time and must take the next step in the environment. 4.2.2.1 Tabular Dyna The original Dyna paper was developed under the assumption that the world model s′ = M(s,a) is deterministic and tabular, and the Q function is also tabular. See Algorithm 14 for the simplified pseudocode for this case. Since we assume a deterministic world model of the form s′ = M (s, a), then sampling a single step from this starting at a previously visited state is equivalent to experience replay (Section 2.5.2.3). Thus we can think of ER as a kind of non-parametric world model [HHA19]. 4.2.2.2 Dyna with function approximation It is easy to extend Dyna to work with function approximation and policy gradient methods. The code is identical to the MBRL code in Algorithm 10, where now we train the policy on real as well as imaginary data. ([Lai+21] argues that we should gradually increase the fraction of real data that is used to train the policy, to avoid suboptimal performance due to model limitations.) If we use real data from the replay buffer, we have to use an off-policy learner, since the replay buffer contains trajectories that may have been generated from old policies. (The most recent real trajectory, and all imaginary trajectories, are always from the current policy.) We now mention some examples of this “generalized Dyna” framework. In [Sut+08] they extended Dyna to the case where the Q function is linear, and in [HTB18] they extended it to the DQN case. In [Jan+19a], they present the MBPO (model based policy optimization) algorithm, which uses Dyna with the off-policy SAC method. Their world model is an ensemble of DNNs, which generates diverse predictions (an approach which was originally proposed in the PETS (probabilistic ensembles with trajectory sampling) paper of [Chu+18]). In [Kur+19], they combine Dyna with TRPO (Section 3.4.2) and ensemble world models, and 78 M Menv Algorithm 14: Tabular Dyna-Q 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 def dyna-Q-agent(s, Menv; ε, η, γ): Initialize data buffer D = ∅, Q(s,a) = 0 and Mˆ(s,a) = 0 repeat // Collect real data from environment a = eps-greedy(Q, ε) (s′, r) = env.step(s, a) D = D ∪ {(s, a, r, s′)} // Update policy on real data Q(s,a):=Q(s,a)+η[r+γmaxa′ Q(s′,a′)−Q(s,a)] // Update model on real data Mˆ (s, a) = (s′, r) s := s′ // Update policy on imaginary data for n=1:N do Select (s, a) from D (s′, r) = Mˆ (s, a) Q(s,a):=Q(s,a)+η[r+γmaxa′ Q(s′,a′)−Q(s,a)] until until converged in [Wu+23] they combine Dyna with PPO and GP world models. (Technically speaking, these on-policy approaches are not valid with Dyna, but they can work if the replay buffer used for policy training is not too stale.) 4.2.3 Dealing with model errors and uncertainty The theory in Section 4.2.1 tells us that the model-as-leader approach, which trains a new policy in imagination at each inner iteration while gradually improving the model in the outer loop, will converge to the optimal policy, provided the model converges to the true model (or one that is value equivalent to it, see Section 4.3.2.1). This can be assured provided the model is sufficiently powerful, and the policy explores sufficiently widely to collect enough diverse but task-relevant data. Nevertheless, models will inevitably have errors, and it can be useful for the policy learning to be aware of this. We discuss some approaches to this below. 4.2.3.1 Avoiding compounding errors in rollouts In MBRL, we have to rollout imaginary trajectories to use for training the policy. It makes intuitive sense to start from a previously visited real-world state, since the model will likely be reliable there. We should start rollouts from different points along each real trajectory, to ensure good state coverage, rather than just expanding around the initial state [Raj+17]. However, if we roll out too far from a previously seen state, the trajectories are likely to become less realistic, due to compounding errors from the model [LPC22]. In [Jan+19a], they present the MBPO method, which uses short rollouts (inside Dyna) to prevent compounding error (an approach which is justified in [Jia+15]). [Fra+24] is a recent extension of MBPO which dynamically decides how much to roll out, based on model uncertainty. Another approach to mitigating compounding errors is to learn a trajectory-level dynamics model, instead of a single-step model, see e.g., [Zho+24] which uses diffusion to train p(st+1:t+H|st,at:t+H−1), and uses this inside an MPC loop. If the model is able to predict a reliable distribution over future states, then we can leverage this uncertainty estimate to compute an estimate of the expected reward. For example, PILCO [DR11; DFR15] uses Gaussian processes as the world model, and uses this to analytically derive the expected reward over trajectories as a function of policy parameters, which are then optimized using a deterministic second-order 79 gradient-based solver. In [Man+19], they combine the MPO algorithm (Section 3.4.4) for continuous control with uncertainty sets on the dynamics to learn a policy that optimizes for a worst case expected return ob jective. 4.2.3.2 End-to-end differentiable learning of model and planner One solution to the mismatch problem between model fitting and policy learning is to use differentiable planning, in which we learn the model so as to minimize the planning loss. This bilevel optimization problem was first proposed in the Value Iteration Network paper of [Tam+16] and extended in the TreeQN paper of [Far+18]. In [AY20] they proposed a version of this for continuous actions based on the differentiable cross entropy method. In [Nik+22; Ban+23] they propose to use implicit differentation to avoid explicitly unrolling the inner optimization. 4.2.3.3 Unified model and planning variational lower bound In [Eys+22], they propose a method called Mismatched No More (MNM) to solve the objective mismatch problem􏰐. They define an optimality variable (see Section 1.5) based on the entire trajectory, p(O = 1|τ) = R(τ) = ∞t=1 γtR(st,at). This gives rise to the following variational lower bound on the log probability of optimality: logp(O=1)=log􏰕 P(O=1,τ)=logEP(τ)[P(O=1|τ)]≥EQ(τ)[logR(τ)+logP(τ)−logQ(τ)] τ where􏰑P(τ) is the distribution over trajectories induced by policy applied to the true world model, P(τ) = μ(s0) t=0 M(st+1|st,at)π(at|st), and Q(τ) is the distribution over trajectories using the estimated world ∞􏰑 model, Q(τ) = μ(s0) ∞t=0 Mˆ(st+1|st,at)π(at|st). They then maximize this bound wrt π and Mˆ. In [Ghu+22] they extend MNM to work with images (and other high dimensional states) by learning a latent encoder Eˆ(zt|ot) as well as latent dynamics Mˆ(zt+1|zt,at), similar to other self-predictive methods (Section 4.3.2.2). They call their method Aligned Latent Models. 4.2.3.4 Dynamically switching between MFRL and MBRL One problem with the above methods is that, if the model is of limited capacity, or if it learns to model “irrelevant” aspects of the environment, then any MBRL method may be dominated by a MFRL method that directly optimizes the true expected reward. A safer approach is to use a model-based policy only when the agent is confident it is better, but otherwise to fall back to a model-free policy. This is the strategy proposed in the Unified RL method of [Fre+24]. 4.3 World models In this section, we discuss various kinds of world models that have been proposed in the literature. These can be used for decision-time planning or for background planning 4.3.1 Generative world models In this section, we discuss different kinds of world model M(s′|s,a). We can use this to generate imaginary trajectories by sampling from the following joint distribution: T􏰔−1 i=t p(st+1:T ,rt+1:T ,at:T−1|st) = π(ai|si)M(si+1|si,ai)R(ri+1|si,ai) (4.14) 80 4.3.1.1 Observation-space world models The simplest approach is to define M(s′|s,a) as a conditional generative model over states. If the state space is high dimensional (e.g., images), we can use standard techniques for image generation such as diffusion (see e.g., the Diamond method of [Alo+24]). If the observed states are low-dimensional vectors, such as proprioceptive states, we can use transformers (see e.g., the Transformer Dynamics Model of [Sch+23a]). 4.3.1.2 Factored models In some cases, the dimensions of the state vector s represent distinct variables, and the joint Markov transition matrix p(s′|s,a) has conditional independence properties which can be represented as a sparse graphical model, This is called a factored MDP [BDG00]. 4.3.1.3 Latent-space world models In this section, we describe some methods that use latent variables as part of their world model. We let zt denote the latent (or hidden) state at time t; this can be a discrete or continuous variable (or vector of variables). The generative model has the form of a controlled HMM: T􏰔−1 i=t where p(ot|zt) = D(ot|zt) is the decoder, or likelihood function, and π(at|zt) is the policy. The world model is usually trained by maximizing the marginal likelihood of the observed outputs given an action sequence. (We discuss non-likelihood based loss functions in Section 4.3.2.) Computing the marginal likelihood requires marginalizing over the hidden variables zt+1:T . To make this computationally tractable, it is common to use amortized variational inference, in which we train an encoder network, p(zt|ot), to approximate the posterior over the latents. Many papers have followed this basic approach, such as the “world models” paper [HS18], and the methods we discuss below. 4.3.1.4 Dreamer In this section, we summarize the approach used in Dreamer paper [Haf+20] and its recent extensions, such as DreamerV2 [Haf+21] and DreamerV3 [Haf+23]. These are all based on the background planning approach, in which the policy is trained on imaginary trajectories generated by a latent variable world model. (Note that Dreamer is based on an earlier approach called PlaNet [Haf+19], which used MPC instead of background planning.) In Dreamer, the stochastic dynamic latent variables in Equation (4.15) are replaced by deterministic dynamic latent variables ht, since this makes the model easier to train. (We will see that ht acts like the posterior over the hidden state at time t − 1; this is also the prior predictive belief state before we see ot.) A “static” stochastic variable εt is now generated for each time step, and acts like a “random effect” in order to help generate the observations, without relying on ht to store all of the necessary information. (This simplifies the recurrent latent state.) In more detail, Dreamer defines the following functions:2 • A hidden dynamics (sequence) model: ht+1 = U(ht,at,εt) • A latent state prior: ˆεt ∼ P(ˆεt|ht) • A latent state decoder (observation predictor): oˆt ∼ D(oˆt|ht, ˆεt). • A reward predictor: rˆt ∼ R(rˆt|ht,ˆεt) • A latent state encoder: εt ∼ E(εt|ht, ot). 2To map from our notation to the notation in the paper, see the following key: ot → xt, U → fφ (sequence model), P → pφ(zˆt|ht) (dynamics predictor),ion model), D → pφ(xˆt|ht, zˆt) (decoder), E → qφ(εt|ht, xt) (encoder). 81 p(ot+1:T ,zt+1:T ,rt+1:T ,at:T−1|zt) = [π(ai|zi)M(zi+1|zi,ai)R(ri|zi+1,ai)D(oi|zi+1)] (4.15) ht π at P ǫˆt U ht+1 Lkl ǫt DE oˆt Lop ot Figure 4.2: Illustration of Dreamer world model as a factor graph (so squares are functions, circles are variables). We have unrolled the forwards prediction for only 1 step. Also, we have omitted the reward prediction loss. 82 • A policy function: at ∼ π(at|ht) See Figure 4.2 for an illustration of the system. We now give a simplified explanation of how the world model is trained. The loss has the form 􏰍􏰓T LWM =Eq(ε1:T) βoLo(ot,oˆt)+βzLz(εt,ˆεt) 􏰎 (4.16) (4.17) (4.18) (4.19) (4.20) (4.21) (4.22) t=1 where the β terms are different weights for each loss, and q is the posterior over the latents, given by Lz = DKL (E(εt|ht, ot)) ∥ P (εt|ht))) where we abuse notation somewhat, since Lz is a function of two distributions, not of the variables εt and ˆεt. q(ε1:T|h0,o1:T,a1:T)= The loss terms are defined as follows: 􏰔T t=1 E(εt|ht,ot)δ(ht −U(ht−1,at−1,εt−1)) Lo =−lnD(ot|εt,ht) In addition to the world model loss, we have the following actor-critic losses 􏰓T Lcritic = (V (ht) − sg(Gλt ))2 t=1 􏰓T t=1 where Gλt is the GAE estimate of the reward to go: Gλt = rt + γ 􏰀(1 − λ)V (ht) + λGλt+1􏰁 Lactor = − sg((Gλt − V (ht))) log π(at|ht) There have been several extensions to the original Dreamer paper. DreamerV2 [Haf+21] adds categorical (discrete) latents and KL balancing between prior and posterior estimates. This was the first imagination- based agent to outperform humans in Atari games. DayDreamer [Wu+22] applies DreamerV2 to real robots. DreamerV3 [Haf+23] builds upon DreamerV2 using various tricks — such as symlog encodings3 for the reward, critic, and decoder — to enable more stable optimization and domain independent choice of hyper-parameters. It was the first method to create diamonds in the Minecraft game without requiring human demonstration data. (However, reaching this goal took 17 days of training.) [Lin+24a] extends DreamerV3 to also model language observations. Variants of Dreamer such as TransDreamer [Che+21a] and STORM [Zha+23b] have also been explored, where transformers replace the recurrent network. The DreamingV2 paper of [OT22] replaces the generative loss with a non-generative self-prediction loss (see Section 4.3.2.2). 4.3.1.5 Iris The Iris method of [MAF22] follows the MBRL paradigm, in which it alternates beween (1) learning a world model using real data Dr and then generate imaginary rollouts Di using the WM, and (2) learning the policy given Di and collecting new data Dr′ for learning. In the model learning stage, Iris learns a discrete latent encoding using the VQ-VAE method, and then fits a transformer dynamics model to the latent codes. In the policy learning stage, it uses actor critic methods. The Delta-Iris method of [MAF24] extends this by training the model to only predict the delta between neighboring frames. Note that, in both cases, the policy has the form at = π(ot), where ot is an image, so the the rollouts need to ground to pixel space, and cannot only be done in latent space. 3The symlog function is defined as symlog(x) = sign(x) ln(|x| + 1), and its inverse is symexp(x) = sign(x)(exp(|x|) − 1). The symlog function squashes large positive and negative values, while preserving small values. 83 Loss OP OP OP RP, VP, PP RP, VP, PP, ZP RP, VP, ZP VP, ZP VP, ZP VP, ZP, OP POP Policy Observables Observables Latents Latents Latents Latents Latents Latents Latents Latents Usage Examples Dyna Diamond [Alo+24], Delta-Iris [MAF24] MCTS TDM [Sch+23a] Dyna Dreamer [Haf+23] MCTS MuZero [Sch+20] MCTS EfficientZero [Ye+21] MPC-CEM TD-MPC [HSW22b] Aux. Minimalist [Ni+24] Dyna DreamingV2 [OT22] Dyna AIS [Sub+22] Dyna Denoised MDP [Wan+22] Table 4.1: Summary of some world-modeling methods. The “loss” column refers to the loss used to train the latent encoder (if present) and the dynamics model (OP = observation prediction, ZP = latent state prediction, RP = reward prediction, VP = value prediction, PP = policy prediction, POP = partial observation prediction). The “policy” column refers to the input that is passed to the policy. (For MCTS methods, the policy is just used as a proposal over action sequences to initialize the search/ optimization process.) The “usage” column refers to how to the world model is used: for background planning (which we call “Dyna”), or for decision-time planning (which we call “MCTS”), or just as an auxiliary loss on top of standard policy/value learning (which we call “Aux”). Thus Aux methods are single-stage (“end-to-end”), whereas the other methods alternate are two-phase, and alternate between improving the world model and then using it for improving the policy (or searching for the optimal action). 4.3.2 Non-generative world models In Section 4.2.1, we argued that, if we can learn a sufficiently accurate world model, then solving for the optimal policy in simulation will give a policy that is close to optimal in the real world. However, a simple agent may not be able to capture the full complexity of the true environment; this is called the “small agent, big world” problem [DVRZ22; Lu+23; Aru+24a; Kum+24]. Consider what happens when the agent’s model is misspecified (i.e., it cannot represent the true world model), which is nearly always the case. The agent will train its model to reduce state (or observation) prediction error, by minimizing l(Mˆ , μπM ). However, not all features of the state are useful for planning. For example, if the states are images, a dynamics model with limited representational capacity may choose to focus on predicting the background pixels rather than more control-relevant features, like small moving objects, since predicting the background reliably reduces the MSE more. This is due to “objective mismatch” [Lam+20; Wei+24], which refers to the discrepancy between the way a model is usually trained (to predict the observations) vs the way its representation is used for control. To tackle this problem, in this section we discuss methods for learning representations and models that don’t rely on predicting all the observations. Our presentation is based in part on [Ni+24] (which in turn builds on [Sub+22]). See Table 4.1 for a summary of some of the methods we will discuss. 4.3.2.1 Value prediction Let Dt = (Dt−1, at−1, rt−1, ot) be the observed history at time t, and let zt = φ(Dt) be a latent representation (compressed encoding) of this history, where φ is called an encoder or a state abstraction function. We will train the policy at = π(zt) in the usual way, so our focus will be on how to learn good latent representations. An optimal representation zt = φ(Dt) is a sufficient statistic for the optimal action-value function Q∗. Thus it satifies the value equivalence principle [LWL06; Cas11; Gri+20; GBS22; AP23; ARKP24], which says that two states s1 and s2 are value equivalent (given a policy) if V π(s1) = V π(s2). In particular, if the representation is optimal, it will satisfy value equivalence wrt the optimal policy, i.e., if φ(Di) = φ(Dj) then Q∗(Di,a) = Q∗(Dj,a). We can train such a representation function by using its output z = φ(D) as input to the Q function or to the policy. (We call such a loss VP, for value prediction.) This will cause the model to focus its representational power on the relevant parts of the observation history. Note that there is a stronger property than value equivalence called bisimulation [GDG03]. This says 84 Figure 4.3: Illustration of an encoder zt = E(ot), which is passed to a value estimator vt = V (zt), and a world model, which predicts the next latent state zˆt+1 = M(zt,at), the reward rt = R(zt,at), and the termination (done) flag, dt = done(zt). From Figure C.2 of [AP23]. Used with kind permission of Doina Precup. that two states s1 and s2 are bisimiliar if P(s′|s1,a) ≈ P(s′|s2,a) and R(s1,a) = R(s2,a). From this, we can derive a continuous measure called the bisimulation metric [FPP04]. This has the advantage (compared to value equivalence) of being policy independent, but the disadvantage that it can be harder to compute [Cas20; Zha+21], although there has been recent progress on computaitonally efficient methods such as MICo [Cas+21] and KSMe [Cas+23]. 4.3.2.2 Self prediction Unfortunately, in problems with sparse reward, predicting the value may not provide enough of a feedback signal to learn quickly. Consequently it is common to augment the training with a self-prediction loss where we train φ to ensure the following condition hold: ∃M s.t. EM∗ [z′|D,a] = EM [z′|φ(D),a)] ∀D,a (4.23) where the LHS is the predicted mean of the next latent state under the true model, and the RHS is the predicted mean under the learned dynamics model. We call this the EZP, which stands for expected z prediction.4 A trivial way to minimize the (E)ZP loss is for the embedding to map everything to a constant vector, say E(D) = 0, in which case zt+1 will be trivial for the dynamics model M to predict. However this is not a useful representation. This problem is representational collapse [Jin+22]. Fortunately, we can provably prevent collapse (at least for linear encoders) by using a frozen target network [Tan+23; Ni+24]. That is, we use the following auxiliary loss where LEZP(φ, θ; D, a, D′) = ||Mθ(Eφ(D, a)) − Eφ(D′)||2 (4.24) φ = ρφ + (1 − ρ)sg(φ) (4.25) is the (stop-gradient version of) the EMA of the encoder weights. (If we set ρ = 0, this is called a detached network.) 4In [Ni+24], they also describe the ZP loss, which requires predicting the full distribution over z′ using a stochastic transition model. This is strictly more powerful, but somewhat more complicated, so we omit it for simplicity. 85 We can also train the latent encoder to predict the reward. Formally, we want to ensure we can satisfy the following condition, which we call RP for “reward prediction”: ∃R s.t. ER∗ [r|D, a] = ER [r|φ(D), a)] ∀D, a (4.26) See Figure 4.3 for an illustration. In [Ni+24], they prove that a representation that satisfies ZP and RP is enough to satisfy value equivalence (sufficiency for Q∗). Methods that optimize ZP and VP loss have been used in many papers, such as Predictron [Sil+17b], Value Prediction Networks [OSL17], Self Predictive Representations (SPR) [Sch+21], Efficient Zero (Section 4.1.3.3), BYOL-Explore (Section 4.3.2.6), etc. 4.3.2.3 Policy prediction The value function and reward losses may be too sparse to learn efficiently. Although self-prediction loss can help somewhat, it does not use any extra information from the environment as feedback. Consequently it is natural to consider other kinds of prediction targets for learning the latent encoder (and dynamics). When using MCTS, it is possible compute what the policy should be for a given state, and this can be used as a prediction target for the reactive policy at = π(zt), which in turn can be used as a feedback signal for the latent state. This method is used by MuZero (Section 4.1.3.2) and EfficientZero (Section 4.1.3.3). 4.3.2.4 Observation prediction Another natural target to use for learning the encoder and dynamics is the next observation, using a one-step version of Equation (4.14). Indeed, [Ni+24] say that a representation φ satsifies the OP (observation prediction) criterion if it satisfies the following condition: ∃D s.t. p∗(o′|D,a)=D(o′|φ(D),a) ∀D,a (4.27) where D is the decoder. In order to repeatedly apply this, we need to be able to update the encoding z = φ(D) in a recursive or online way. Thus we must also satisfify the following recurrent encoder condition, which [Ni+24] call Rec: ∃U s.t. φ(D′) = U(φ(D), a, o′) ∀D, a, o′ (4.28) where U is the update operator. Note that belief state updates (as in a POMDP) satisfy this property. Furthermore, belief states are a sufficient statistic to satisfy the OP condition. See Section 4.3.1.3 for a discussion of generative models of this form. However, there are other approaches to partial observability which work directly in prediction space (see Section 4.4.2). 4.3.2.5 Partial observation prediction We have argued that predicting all the observations is problematic, but not predicting them is also problematic. A natural compromise is to predict some of the observations, or at least sone function of them. This is known as a partial world model (see e.g., [AP23]). The best way to do this is an open research problem. A simple approach would be to predict all the observations, but put a penalty on the resulting OP loss term. A more sophisticated approach would be to structure the latent space so that we distinguish latent variables that are useful for learning Q∗ (i.e., which affect the reward and which are affected by the agent’s actions) from other latent variables that are needed to explain parts of the observation but otherwise are not useful. We can then impose an information bottleneck penalty on the latter, to prevent the agent focusing on irrelevant observational details. (See e.g., the denoised MDP method of [Wan+22].) 86 rt Vt−1 Lvp Gt TD Vt Vπat V zt−1 U zt DPE oˆt zˆt Lop Lzp ot Figure 4.4: Illustration of (a simplified version of) the BYOL-Explore architecture, represented as a factor graph (so squares are functions, circles are variables). The dotted lines represent an optional observation prediction loss. The map from notation in this figure to the paper is as follows: U → hc (closed-loop RNN update), P → ho (open-loop RNN update), D → g (decoder), E → f (encoder). We have unrolled the forwards prediction for only 1 step. Also, we have omitted the reward prediction loss. The V node is the EMA version of the value function. The TD node is the TD operator. 87 4.3.2.6 BYOL-Explore As an example of the above framework, consider the BYOL-Explore paper [Guo+22a], which uses a non-generative world model trained with ZP and VP loss. (BYOL stands for “build your own latent”.) See Figure 4.4 for the computation graph, which we see is slightly simpler than the Dreamer computation graph in Figure 4.2 due to the lack of stochastic latents. In addition to using self-prediction loss to help train the latent representation, the error in this loss can be used to define an intrinsic reward, to encourage the agent to explore states where the model is uncertain. See Section 5.2.4 for further discussion of this topic. 4.4 Beyond one-step models: predictive representations The “world models” we described in Section 4.3 are one-step models of the form p(s′|s,a), or p(z′|z,a) for z = φ(s), where φ is a state-abstraction function. However, such models are problematic when it comes to predicting many kinds of future events, such as “will a car pull in front of me?” or “when will it start raining?”, since it is hard to predict exactly when these events will occur, and these events may correspond to many different “ground states”. In principle we can roll out many possible long term futures, and apply some abstraction function to the resulting generated trajectories to extract features of interest, and thus derive a predictive model of the form p(t′, φ(st+1:t′ )|st, π), where t′ is the random duration of the sampled trajectory. However, it would be more efficient if we could directly predict this distribution without having to know the value of t′, and without having to predict all the details of all the intermediate future states, many of which will be irrelevant given the abstraction function φ. This motivates the study of multi-step world models, that predict multiple steps into the future, either at the state level, or at the feature level. These are called predictive representations, and are a compromise between standard model-based RL and model-free RL, as we will see. Our presentation on this topic is based on [Car+24]. (See also Section 5.3, where we discuss the related topic of temporal abstraction from a model-free perspective.) 4.4.1 General value functions The value function is based on predicting the sum of expected discounted future rewards. But the reward is just one possible signal of interest we can extract from the environment. We can generalize this by considering a cumulant Ct ∈ R, which is some scalar of interest derived from the state or observation (e.g., did a loud bang just occur? is there a tree visible in the image?). We then define the general value function or GVF as follows [Sut95]: Vπ,C,γ(s)=E􏰍􏰓∞ γtC(st+1)|s0 =s,a0:∞ ∼π􏰎 (4.29) t=0 If C(st+1) = Rt+1, this reduces to the value function.5 However, we can also define the GVF to predict components of the observation vector; this is called nexting [MWS14], since it refers to next state prediction at different timescales. 4.4.2 Successor representations In this section we consider a variant of GVF where the cumulant corresponds to a state occupancy vector C (st+1 ) = I (st+1 = s ̃), which provides a dense feedback signal. This give us the successor representation or SR [Day93]: Mπ(s,s ̃) = E􏰍􏰓∞ γtI(st+1 = s ̃)|S0 = s􏰎 (4.30) t=0 5This follows the convention of [SB18], where we write (st,at,rt+1,st+1) to represent the transitions, since rt+1 and st+1 are both generated by applying at in state st. 88 If we define the policy-dependent state-transition matrix by Tπ(s,s′) = 􏰓π(a|s)T(s′|s,a) a then the SR matrix can be rewritten as Mπ = 􏰓∞ γt[Tπ]t+1 = Tπ(I − γTπ)−1 t=0 (4.31) (4.32) Thus we see that the SR replaces information about individual transitions with their cumulants, just as the value function replaces individual rewards with the reward-to-go. Like the value function, the SR obeys a Bellman equation Mπ(s,s ̃)=􏰓π(a|s)􏰓T(s′|s,a)(I(s′ =s ̃)+γMπ(s′,s ̃)) a s′ =E[I(s′ =s ̃)+γMπ(s′,s ̃)] Hence we can learn an SR using a TD update of the form (4.33) (4.34) Mπ(s,s ̃)←Mπ(s,s ̃)+η(I(s′ =s ̃)+γMπ(s′,s ̃)−Mπ(s,s ̃)) 􏰞 􏰝􏰜 􏰟 δ V π(s) ← V π(s) + η (R(s′) + γV π(s′) − V π(s)) (4.36) 􏰞 􏰝􏰜 􏰟 δ (4.35) where s′ is the next state sampled from T(s′|s,a). Compare this to the value-function TD update in Equation (2.16): However, with an SR, we can easily compute the value function for any reward function (as approximated by a given policy) as follows: VR,π = We can also make a version of SR that depends on the action as well as the state to get Mπ(s,a,s ̃) = E􏰍􏰓∞ γtI(st+1 = s ̃)|s0 = s,a0 = a,a1:∞ ∼ π􏰎 t=0 =E[I(s′ =s ̃)+γMπ(s′,a,s ̃)|s0 =s,a0 =a,a1:∞ ∼π] This gives rise to a TD update of the form Mπ(s,a,s ̃)←Mπ(s,a,s ̃)+η(I(s′ =s ̃)+γMπ(s′,a′,s ̃)−Mπ(s,a,s ̃)) 􏰞 􏰝􏰜 􏰟 δ to the (on-policy) SARSA update from Equation (2.28): Qπ(s, a) ← Qπ(s, a) + η (R(s′) + γQπ(s′, a′) − Qπ(s, a)) 􏰞 􏰝􏰜 􏰟 δ However, from an SR, we can compute the state-action value function for any reward function: QR,π (s, a) = 􏰓 M π (s, a, s ̃)R(s ̃) s ̃ 89 See Figure 4.5 for an example. 􏰓 Mπ(s,s ̃)R(s ̃) (4.37) (4.38) (4.39) s ̃ (4.40) where s′ is the next state sampled from T(s′|s,a) and a′ is the next action sampled from π(s′). Compare this (4.41) (4.42) Agent s ̃ s s Goal Figure 4.5: Illustration of successor representation for the 2d maze environment shown in (a) with reward shown in (d), which assings all states a reward of -0.1 except for the goal state which has a reward of 1.0. In (b-c) we show the SRs for a random policy and the optimal policy. In (e-f) we show the corresponding value functons. In (b), we see that the SR under the random policy assigns high state occupancy values to states which are close (in Manhattan distance) to the current state s13 (e.g., Mπ(s13,s14) = 5.97) and low values to states that are further away (e.g., Mπ(s13,s12) = 0.16). In (c), we see that the SR under the optimal policy assigns high state occupancy values to states which are close to the optimal path to the goal (e.g., Mπ(s13,s14) = 1.0) and which fade with distance from the current state along that path (e.g., Mπ(s13,s12) = 0.66). From Figure 3 of [Car+24]. Used with kind permission of Wilka Carvalho. Generated by https: // github. com/ wcarvalho/ jaxneurorl/ blob/ main/ successor_ representation. ipynb . 90 This can be used to improve the policy as we discuss in Section 4.4.4.1. We see that the SR representation has the computational advantages of model-free RL (no need to do explicit planning or rollouts in order to compute the optimal action), but also the flexibility of model-based RL (we can easily change the reward function without having to learn a new value function). This latter property makes SR particularly well suited to problems that use intrinsic reward (see Section 5.2.4), which often changes depending on the information state of the agent. Unfortunately, the SR is limited in several ways: (1) it assumes a finite, discrete state space; (2) it depends on a given policy. We discuss ways to overcome limitation 1 in Section 4.4.3, and limitation 2 in Section 4.4.4.1. 4.4.3 Successor models In this section, we discuss the successor model (also called a γ-model), which is a probabilistic extension of SR [JML20; Eys+21]. This allows us to generalize SR to work with continuous states and actions, and to simulate future state trajectories. The approach is to define the cumulant as the k-step conditional distribution C(sk+1) = P (sk+1 = s ̃|s0 = s, π), which is the probability of being in state s ̃ after following π for k steps starting from state s. (Compare this to the SR cumulant, which is C(sk+1) = I (sk+1 = s ̃).) The SM is then defined as μπ(s ̃|s)=(1−γ)􏰓∞ γtP(st+1 =s ̃|s0 =s) t=0 (4.43) for γ < 1.) In the tabular (4.44) (4.45) (4.46) where the 1 − γ term ensures that μπ integrates to 1. (Recall that 􏰐∞ γt = ππ 1 setting, the SM is just the normalized SR, since t=0 1−γ μ (s ̃|s)=(1−γ)M 􏰓(s,s ̃) =(1−γ)E􏰍∞ γtI(st+1 =s ̃)|s0 =s,a0:∞ ∼π􏰎 t=0 =(1−γ)􏰓∞ γtP(st+1 =s ̃|s0 =s,π) t=0 Thus μπ(s ̃|s) tells us the probability that s ̃ can be reached from s within a horizon determined by γ when following π, even though we don’t know exactly when we will reach s ̃. SMs obey a Bellman-like recursion μπ (s ̃|s) = E [(1 − γ )T (s ̃|s, a) + γ μπ (s ̃|s′ )] We can use this to perform policy evaluation by computing V π (s) = 1 Eμπ (s ̃|s) [R(s ̃)] 1−γ We can also define an action-conditioned SM μπ(s ̃|s,a)=(1−γ)􏰓∞ γtP(st+1 =s ̃|s0 =s,a0 =a) t=0 = (1−γ)T(s ̃|s,a)+γE[μπ(s ̃|s′,a′,π)] Hence we can learn an SM using a TD update of the form μπ(s ̃|s,a)←μπ(s ̃|s,a)+η((1−γ)T(s′|s,a)+γμπ(s ̃|s′,a′)−μπ(s ̃|s,a)) 􏰞 􏰝􏰜 􏰟 (4.47) (4.48) (4.49) (4.50) (4.51) 91 δ where s′ is the next state sampled from T(s′|s,a) and a′ is the next action sampled from π(s′). SM, we can compute the state-action value for any reward: QR,π (s, a) = 1 Eμπ (s ̃|s,a) [R(s ̃)] 1−γ This can be used to improve the policy as we discuss in Section 4.4.4.1. 4.4.3.1 Learning SMs With an (4.52) Although we can learn SMs using the TD update in Equation (4.51), this requires evaluating T(s′|s,a) to compute the target update δ, and this one-step transition model is typically unknown. Instead, since μπ is a conditional density model, we will optimize the cross-entropy TD loss [JML20], defined as follows Lμ =E(s,a)∼p(s,a),s ̃∼(Tπμπ)(·|s,a)[logμθ(s ̃|s,a)] (4.53) where (Tπμπ)(·|s,a) is the Bellman operator applied to μπ and then evaluated at (s,a), i.e., (Tπμπ)(s ̃|s,a) = (1−γ)T(s′|s,a)+γ􏰓T(s′|s,a)􏰓π(a′|s′(μπ(s ̃|s′,a′) (4.54) s′ a′ Wecansamplefromthisasfollows: firstsamples′ ∼T(s′|s,a)fromtheenvironmentandthenwithprobability 1 − γ set s ̃ = s′ and terminate. Otherwise sample a′ ∼ π(a′|s′) and then create a bootstrap sample from the model using s ̃∼ μπ(s ̃|s′,a′). There are many possible density models we can use for μπ. In [Tha+22], they use a VAE. In [Tom+24], they use an autoregressive transformer applied to a set of discrete latent tokens, which are learned using VQ-VAE or a non-reconstructive self-supervised loss. They call their method Video Occcupancy Models. An alternative approach to learning SMs, that avoids fitting a normalized density model over states, is to use contrastive learning to estimate how likely s ̃ is to occur after some number of steps, given (s, a), compared to some randomly sampled negative state [ESL21; ZSE24]. Although we can’t sample from the resulting learned model (we can only use it for evaluation), we can use it to improve a policy that achieves a target state (an approach known as goal-conditioned policy learning, discussed in Section 5.3.1). 4.4.3.2 Jumpy models using geometric policy composition In [Tha+22], they propose geometric policy composition or GPC as a way to learn a new policy by sequencing together a set of N policies, as opposed to taking N primitive actions in a row. This can be thought of as a jumpy model, since it predicts multiple steps into the future, instead of one step at a time (c.f., [Zha+23a]). In more detail, in GPC, the agent picks a sequence of n policies πi for i = 1 : n, and then samples states according to their corresponding SMs: starting with (s , a ), we sample s ∼ μπ1 (·|s , a ), then a ∼ π (·|s ), 001γ00111 π2 πn then s2 ∼ μγ (·|s1 , a1 ), etc. This continues for n − 1 steps. Finally we sample sn ∼ μγ ′ (·|sn−1 , an−1 ), where γ′ > γ represents a longer horizon SM. The reward estimates computed along this sampled path can then be combined to compute the value of each candidate policy sequence. 4.4.4 Successor features Both SRs and SMs require defining expectations or distributions over the entire future state vector, which can be problematic in high dimensional spaces. In [Bar+17] they introduced successor features, that generalize SRs by working with features φ(s) instead of primitive states. In particular, if we define the cumulant to be C(st+1) = φ(st+1), we get the following definition of SF: ψπ,φ(s) = E 􏰍􏰓∞ γtφ(st+1)|s0 = s, a0:∞ ∼ π􏰎 (4.55) t=0 92 We will henceforth drop the φ superscript from the notation, for brevity. SFs obey a Bellman equation ψ(s) = E [φ(s′) + γψ(s′)] If we assume the reward function can be written as R(s,w) = φ(s)Tw then we can derive the value function for any reward as follows: = E γtφ(st+1)|s0 = s w = ψπ(s)Tw t=0 (4.56) (4.57) (4.58) (4.59) (4.60) (4.61) (4.62) (4.63) Vπ,w(s)=E[R(s1)+γR(s2)+···|s0 =s] 􏰂􏰓􏰃 =E φ(s1)Tw+γφ(s2)Tw+···|s0 =s 􏰍∞ 􏰎T Similarly we can define an action-conditioned version of SF as ψπ,φ(s,a)=E􏰍􏰓∞ φ(st+1)|s0=s,a0=a,a1:∞∼π􏰎 t=0 = E [φ(s′) + γψ(s′, a′)] We can learn this using a TD rule ψπ(s, a) ← ψπ(s, a) + η (φ(s′) + γψπ(s′, a′) − ψπ(s, a)) 􏰞 􏰝􏰜 􏰟 δ And we can use it to derive a state-action value function: Qπ,w(s) = ψπ(s,a)Tw This allows us to define multiple Q functions (and hence policies) just by changing the weight vector w, as we discuss in Section 4.4.4.1. 4.4.4.1 Generalized policy improvement So far, we have discussed how to compute the value function for a new reward function but using the SFs from an existing known policy. In this section we discuss how to create a new policy that is better than an existing set of policies, by using Generalized Policy Improvement or GPI [Bar+17; Bar+20]. Suppose we have learned a set of N (potentially optimal) policies πi and their corresponding SFs ψπi for maximizing rewards defined by wi. When presented with a new task wnew, we can compute a new policy using GPI as follows: a∗(s; wnew) = argmax max Qπi (s, a, wnew) = argmax max ψπi (s, a)Twnew (4.65) ai ai If wnew is in the span of the training tasks (i.e., there exist weights αi such that wnew 􏰐i αiwi), then the GPI theorem states that π(a|s) = I (a = a∗(s, wnew)) will perform at least as well as any of the existing policies, i.e., Qπ (s, a) ≥ maxi Qπi (s, a) (c.f., policy improvement in Section 3.4). See Figure 4.6 for an illustration. Note that GPI is a model-free approach to computing a new policy, based on an existing library of policies. In [Ale+23], they propose an extension that can also leverage a (possibly approximate) world model to learn better policies that can outperform the library of existing policies by performing more decision-time search. 93 (4.64) (a) Successor Features (b) Generalized Policy Improvement ⇡ =E⇡ ⇥1 +2 +23 +...⇤ ⇡(a|s)/max{ ⇡i(s,a)>wnew} ⇡fridge ⇡drawer Open Fridge at ⇠ ⇡fridge ... Open Drawer at ⇠ ⇡drawer ... ⇡i New task: Get milk ⇡fridge ⇡fridge Qwmilk = wmilk . Max ⇡drawer = ⇡drawer wmilk Qwmilk t ⇡milk 1 State features agent experiences over time T Legend State features Apple Milk Fork Knife Task w Task Policies ⇡drawer = Open Drawer ⇡fridge = Open Fridge Figure 4.6: Illustration of successor features representation. (a) Here φt = φ(st) is the vector of features for the state at time t, and ψπ is the corresponding SF representation, which depends on the policy π. (b) Given a set of existing policies and their SFs, we can create a new one by specifying a desired weight vector wnew and taking a weighted combination of the existing SFs. From Figure 5 of [Car+24]. Used with kind permission of Wilka Carvalho. 4.4.4.2 Option keyboard One limitation of GPI is that it requires that the reward function, and the resulting policy, be defined in terms of a fixed weight vector wnew, where the preference over features is constant over time. However, for some tasks we might want to initially avoid a feature or state and then later move towards it. To solve this, [Bar+19; Bar+20] introduced the option keyboard, in which the weight vector for a task can be computed dynamically in a state-dependent way, using ws = g(s,wnew). (Options are discussed in Section 5.3.2.) Actions can then be chosen as follows: a∗(s; wnew) = argmax max ψπi (s, a)Tws (4.66) ai Thus the policy πi that is chosen depends in the current state. Thus ws induces a set of policies that are active for a period of time, similar to playing a chord on a piano. 4.4.4.3 Learning SFs A key question when using SFs is how to learn the cumulants or state-features φ(s). Various approaches have been suggested, including leveraging meta-gradients [Vee+19], image reconstruction [Mac+18b], and maximizing the mutual information between task encodings and the cumulants that an agent experiences when pursuing that task [Han+19]. The cumulants are encouraged to satisfies the linear reward constraint by minimizing Lr = ||r − φθ(s)Tw||2 (4.67) Once the cumulant function is known, we have to learn the corresponding SF. The standard approach learns a different SF for every policy, which is limiting. In [Bor+19] they introduced Universal Successor Feature Approximators which takes an input a policy encoding zw, representing a policy πw (typically we set zw = w). We then define ψπw (s, a) = ψθ (s, a, zw ) (4.68) 94 The GPI update then becomes a∗(s; wnew) = argmax max ψθ(s, a, zw)Twnew (4.69) a zw so we replace the discrete max over a finite number of policies with a continuous optimization problem (to be solved per state). If we want to learn the policies and SFs at the same time, we can optimize the following losses in parallel: LQ =||ψθ(s,a,zw)Tw−yQ||, yQ =R(s′;w)+γψθ(s′,a∗,zw)Tw (4.70) Lψ =||ψθ(s,a,zw)−yψ||, yψ =φ(s′)+γψθ(s′,a∗,zw) (4.71) where a∗ = argmaxa′ ψθ(s′,a′,zw)Tw. The first equation is standard Q learning loss, and the second is the TD update rule in Equation (4.63) for the SF. In [Car+23], they present the Successor Features Keyboard, that can learn the policy, the SFs and the task encoding zw, all simultaneously. They also suggest replacing the squared error regression loss in Equation (4.70) with a cross-entropy loss, where each dimension of the SF is now a discrete probability distribution over M possible values of the corresponding feature. (c.f. Section 5.1.2). 4.4.4.4 Choosing the tasks A key advantage of SFs is that they provide a way to compute a value function and policy for any given reward, as specified by a task-specific weight vector w. But how do we choose these tasks? In [Han+19] they sample w from a distribution at the start of each task, to encourage the agent to learn to explore different parts of the state space (as specified by the feature function φ). In [LA21] they extend this by adding an intrinsic reward that favors exploring parts of the state space that are surprising (i.e., which induce high entropy), c.f., Section 5.2.4. In [Far+23], they introduce proto-value networks, which is a way to define auxiliary tasks based on successor measures. 95 96 Chapter 5 Other topics in RL In this section, we briefly mention some other important topics in RL. 5.1 Distributional RL The distributional RL approach of [BDM17; BD􏰐R23], predicts the distribution of (discounted) returns, not just the expected return. More precisely, let Zπ = Tt=0 γtrt be a random variable representing the reward-to- go. Thestandardvaluefunctionisdefinedtocomputetheexpectationofthisvariable: Vπ(s)=E[Zπ|s0 =s]. In DRL, we instead attempt to learn the full distribution, p(Zπ|s0 = s). For a general review of distributional regression, see [KSS23]. Below we briefly mention a few algorithms in this class that have been explored in the context of RL. 5.1.1 Quantile regression methods An alternative to predicting a full distribution is to predict a fixed set of quantiles. This is called quantile regression, and has been used with DQN in [Dab+17] to get QR-DQN, and with SAC in [Wur+22] to get QR-SAC. (The latter was used in Sony’s GTSophy Gran Turismo AI racing agent.) 5.1.2 Replacing regression with classification An alternative to quantile regression is to approximate the distribution over returns using a histogram, and then fit it using cross entropy loss (see Figure 5.1). This approach was first suggested in [BDM17], who called it categorical DQN. (In their paper, they use 51 discrete categories (atoms), giving rise to the name C51.) Two-Hot HLGauss Categorical Distributional RL Figure 5.1: Illustration of how to encode a scalar target y or distributional target Z using a categorical distribution. From Figure 1 of [Far+24]. Used with kind permission of Jesse Farebrother. 97 An even simpler approach is to replace the distributional target with the standard scalar target (representing the mean), and then discretize this target and use cross entropy loss instead of squared error.1 Unfortunately, this encoding is lossy. In [Sch+20], they proposed the two-hot transform, that is a lossless encoding of the target based on putting appropriate weight on the nearest two bins (see Figure 5.1). In [IW18], they proposed the HL-Gauss histogram loss, that convolves the target value y with a Gaussian, and then discretizes the resulting continuous distribution. This is more symetric than two-hot encoding, 􏰐as shown in Figure 5.1. Regardless of how the discrete target is chosen, predictions are made using yˆ(s;θ) = k pk(s)bk, where pk(s) is the probability of bin k, and bk is the bin center. In [Far+24], they show that the HL-Gauss trick works much better than MSE, two-hot and C51 across a variety of problems (both offline and online), especially when they scale to large networks. They conjecture that the reason it beats MSE is that cross entropy is more robust to noisy targets (e.g., due to stochasticity) and nonstationary targets. They also conjecture that the reason HL works better than two-hot is that HL is closer to ordinal regression, and reduces overfitting by having a softer (more entropic) target distribution (similiar to label smoothing in classification problems). 5.2 Reward functions Sequential decision making relies on the user to define the reward function in order to encourage the agent to exhibit some desired behavior. In this section, we discuss this crucial aspect of the problem. 5.2.1 Reward hacking In some cases, the reward function may be misspecified, so even though the agent may maximize the reward, this might turn out not to be what the user desired. For example, suppose the user rewards the agent for making as many paper clips as possible. An optimal agent may convert the whole world into a paper clip factory, because the user forgot to specify various constraints, such as not killing people or not destroying the environment. In the AI alignment community, this example is known as the paperclip maximizer problem, and is due to Nick Bostrom [Bos16]. (See e.g., https://openai.com/index/faulty-reward-functions/ for some examples that have occurred in practice.) This is an example of a more general problem known as reward hacking [Ska+22]. For a potential solution, based on the assistance game paradigm, see Section 5.6.1.2. 5.2.2 Sparse reward Even if the reward function is correct, optimizing it is not always easy. In particular, many problems suffer from sparse reward, in which R(s, a) = 0 for almost all states and actions, so the agent only every gets feedback (either positive or negative) on the rare occasions when it achieves some unknown goal. This requires deep exploration [Osb+19] to find the rewarding states. One approach to this is use to use PSRL (Section 1.4.4.2). However, various other heuristics have been developed, some of which we discuss below. 5.2.3 Reward shaping In reward shaping, we add prior knowledge about what we believe good states should look like, as a way to combat the difficulties of learning from sparse reward. That is, we define a new reward function r′ = r + F , where F is called the shaping function. In general, this can affect the optimal policy. For example, if a soccer playing agent is “artificially” rewarded for making contact with the ball, it might learn to repeatedly touch and untouch the ball (toggling between s and s′), rather than trying to win the original game. But in [NHR99], the prove that if the shaping function has the form F (s, a, s′) = γΦ(s′) − Φ(s) (5.1) 1Technically speaking, this is no longer a distributional RL method, since the prediction target is the mean, but the mechanism for predicting the mean leverages a distribution, for robustness and ease of optimization. 98 where Φ : S → R is a potential function, then we can guarantee that the sum of shaped rewards will match the sum of original rewards plus a constant. This is called Potential-Based Reward Shaping. In [Wie03], they prove that (in the tabular case) this approach is equivalent to initializing the value function to V (s) = Φ(s). In [TMM19], they propose an extension called potential-based advice, where they show that a potential of the form F (s, a, s′, a′) = γΦ(s′, a′) − Φ(s, a) is also valid (and more expressive). In [Hu+20], they introduce a reward shaping function z which can be used to down-weight or up-weight the shaping function: r′(s, a) = r(s, a) + zφ(s, a)F (s, a) (5.2) They use bilevel optimization to optimize φ wrt the original task performance. 5.2.4 Intrinsic reward When the extrinsic reward is sparse, it can be useful to (also) reward the agent for solving “generally useful” tasks, such as learning about the world. This is called intrinsically motivated RL [AMH23; Lin+19; Ami+21; Yua22; Yua+24; Col+22]. It can be thought of as a special case of reward shaping, where the shaping function is dynamically computed. We can classify these methods into two main types: knowledge-based intrinsic motivation, or artificial curiosity, where the agent is rewarded for learning about its environment; and competence- based intrinsic motivation, where the agent is rewarded for achieving novel goals or mastering new skills. 5.2.4.1 Knowledge-based intrinsic motivation One simple approach to knowledge-based intrinsic motivation is to add to the extrinsic reward an intrinsic exploration bonus Ri(s ), which is high when the agent visits novel states. For tabular environments, we ttii􏰘 can just count the number of visits to each state, Nt(s), and define Rt(s) = 1/Nt(s) or Rt(s) = 1/ Nt(s), which is similar to the UCB heuristic used in bandits (see Section 1.4.3). We can extend exploration bonuses to high dimensional states (e.g. images) using density models [Bel+16]. Alternatively, [MBB20] propose to use the l1 norm of the successor feature (Section 4.4.4) representation as an alternative to the visitation count, giving rise to an intrinsic reward of the form Ri(s) = 1/||ψπ(s)||1. Recently [Yu+23] extended this to combine SFs with predecessor representations, which encode retrospective information about the previous state (c.f., inverse dynamics models, mentioned below). This encourages exploration towards bottleneck states. Another approach is the Random Network Distillation or RND method of [Bur+18]. This uses a fixed random neural network feature extractor zt = f(st;θ∗) to define a target, and then trains a predictor zˆt = f(st;θˆt) to predict these targets. If st is similar to previously seen states, then the trained model will have low prediction error. We can thus define the intrinsic reward as proportional to the squared error ||zˆt − zt||2. The BYOL-Explore method of [Guo+22b] goes beyond RND by learning the target representation (for the next state), rather than using a fixed random projection, but is still based on prediction error. We can also define an intrinsic reward in terms of the information theoretic surprise of the next state given the current one: R(s, a, s′) = − log q(s′|s, a) (5.3) This is the same as methods based on rewarding states for prediction error. Unfortunately such methods can suffer from the noisy TV problem (also called a stochastic trap), in which an agent is attracted to states which are intrinsically to predict. To see this, note that by averaging over future states we see that the above reward reduces to R(s, a) = −Ep∗(s′|s,a) [log q(s′|s, a)] = Hce(p∗, q) (5.4) where p∗ is the true model and q is the learned dynamics model, and Hce is the cros -entropy. As we learn the optimal model, q = p∗, this reduces to the conditional entropy of the predictive distribution, which can be non-zero for inherently unpredictable states. 99 To help filter out such random noise, [Pat+17] proposes an Intrinsic Curiosity Module. This first learns an inverse dynamics model of the form a = f(s,s′), which tries to predict which action was used, given that the agent was in s and is now in s′. The classifier has the form softmax(g(φ(s),φ(s′),a)), where z = φ(s) is a representation function that focuses on parts of the state that the agent can control. Then the agent learns a forwards dynamics model in z-space. Finally it defines the intrinsic reward as R(s, a, s′) = − log q(φ(s′)|φ(s), a) (5.5) Thus the agent is rewarded for visiting states that lead to unpredictable consequences, where the difference in outcomes is measured in a (hopefully more meaningful) latent space. Another solution is to replace the cross entropy with the KL divergence, R(s,a) = DKL(p||q) = Hce(p,q)− H(p), which goes to zero once the learned model matches the true model, even for unpredictable states. This has the desired effect of encouraging exploration towards states which have epistemic uncertainty (reducible noise) but not aleatoric uncertainty (irreducible noise) [MP+22]. The BYOL-Hindsight method of [Jar+23] is one recent approach that attempts to use the R(s, a) = DKL(p||q) objective. Unfortunately, computing the DKL(p||q) term is much harder than the usual variational objective of DKL(q||p). A related idea, proposed in the RL context by [Sch10], is to use the information gain as a reward. This is defined as Rt(st, at) = DKL(q(st|ht, at, θt)||q(st|ht, at, θt−1), where ht is the history of past observations, and θt = update(θt−1, ht, at, st) are the new model parameters. This is closely related to the BALD (Bayesian Active Learning by Disagreement) criterion [Hou+11; KAG19], and has the advantage of being easier to compute, since it is does not reference the true distribution p. 5.2.4.2 Goal-based intrinsic motivation We will discuss goal-conditioned RL in Section 5.3.1. If the agent creates its own goals, then it provides a way to explore the environment. The question of when and how an agent to switch to pursuing a new goal is studied in [Pis+22] (see also [BS23]). Some other key work in this space includes the scheduled auxiliary control method of [Rie+18], and the Go Explore algorithm in [Eco+19; Eco+21] and its recent LLM extension [LHC24]. 5.3 Hierarchical RL So far we have focused on MDPs that work at a single time scale. However, this is very limiting. For example, imagine planning a trip from San Francisco to New York: we need to choose high level actions first, such as which airline to fly, and then medium level actions, such as how to get to the airport, followed by low level actions, such as motor commands. Thus we need to consider actions that operate multiple levels of temporal abstraction. This is called hierarchical RL or HRL. This is a big and important topic, and we only brief mention a few key ideas and methods. Our summary is based in part on [Pat+22]. (See also Section 4.4 where we discuss multi-step predictive models; by contrast, in this section we focus on model-free methods.) 5.3.1 Feudal (goal-conditioned) HRL In this section, we discuss an approach to HRL known as feudal RL [DH92]. Here the action space of the higher level policy consists of subgoals that are passed down to the lower level policy. See Figure 5.2 for an illustration. The lower level policy learns a universal policy π(a|s, g), where g is the goal passed into it [Sch+15a]. This policy optimizes an MDP in which the reward is define as R(s, a|g) = 1 iff the goal state is achieved, i.e., R(s, a|s) = I (s = g). (We can also define a dense reward signal using some state abstraction function φ, by definining R(s, a|g) = sim(φ(s), φ(g)) for some similarity metric.) This approach to RL is known as goal-conditioned RL [LZZ22]. 100 Subgoal 𝜋2(s,g) State Goal State Goal State Goal Figure 5.2: Illustration of a 3 level hierarchical goal-conditioned controller. From http://bigai.cs.brown.edu/ 2019/ 09/ 03/ hac. html . Used with kind permission of Andrew Levy. 5.3.1.1 Hindsight Experience Relabeling (HER) In this section, we discuss an approach to efficiently learning goal-conditioned policies, in the special case where the set of goal states G is the same as the set of original states S. We will extend this to the hierarchical case below. The basic idea is as follows. We collect various trajectores in the environment, from a starting state s0 to some terminal state sT , and then define the goal of each trajectory as being g = sT ; this trajectory then serves as a demonstration of how to achieve this goal. This is called hindsight experience relabeling or HER [And+17]. This can be used to relabel the trajectories stored in the replay buffer. That is, if we have (s, a, R(s|g), s′, g) tuples, we replace them with (s, a, R(s|g′), g′) where g′ = sT . We can then use any off-policy RL method to learn π(a|s, g). In [Eys+20], they show that HER can be viewed as a special case of maximum-entropy inverse RL, since it is estimating the reward for which the corresponding trajectory was optimal. 5.3.1.2 Hierarchical HER We can leverage HER to learn a hierarchical controller in several ways. In [Nac+18] they propose HIRO (Hierarchical Reinforcement Learning with Off-policy Correction) as a way to train a two-level controller. (For a two-level controller, the top level is often called the ma􏰐nager, and the low level the worker.) The data for the manager are transition tuples of the form (st,gt, rt:t+c,st+c), where c is the time taken for the worker to reach the goal (or some maximum time), and rt is the main task reward function at step t. The data for the worker are transition tuples of the form (st+i, gt, at+i, rgt , st+i+1) for i = 0 : c, where rtg t+i is the reward wrt reaching goal g. This data can be used to train the two policies. However, if the worker fails to achieve the goal in the given time limit, all the rewards will be 0, and no learning will take place. To combat this, if the worker does not achieve gt after c timesteps, the subgoal is relabeled in the transition data with another subgoal gt′ which is sampled from p(g|τ), where τ is the observed trajectory. Thus both policies treat gt′ as the goal in hindsight, so they can use the actually collected data for training The hierarchical actor critic (HAC) method of [Lev+18] is a simpler version of HIRO that can be extended to multiple levels of hierarchy, where the lowest level corresponds to primitive actions (see Figure 5.2). In the HAC approach, the output subgoal in the higher level data, and the input subgoal in the lower-level data, are replaced with the actual state that was achieved in hindsight. This allows the training of each level of the hierarchy independently of the lower levels, by assuming the lower level policies are already optimal (since they achieved the specified goal). As a result, the distribution of (s,a,s′) tuples experienced by a higher level 101 Subgoal 𝜋1(s,g) Primitive Action 𝜋0(s,g) will be stable, providing a stationary learning target. By contrast, if all policies are learned simultaneously, the distribution becomes non-stationary, which makes learning harder. For more details, see the paper, or the corresponding blog post (with animations) at http://bigai.cs.brown.edu/2019/09/03/hac.html. 5.3.1.3 Learning the subgoal space In the previous approaches, the subgoals are defined in terms of the states that were achieved at the end of each trajectory, g′ = sT . This can be generalized by using a state abstraction function to get g′ = φ(sT ). The methods in Section 5.3.1.2) assumed that φ was manually specified. We now mention some ways to learn φ. In [Vez+17], they present Feudal Networks for learning a two level hierarchy. The manager samples subgoals in a learned latent subgoal space. The worker uses distance to this subgoal as a reward, and is trained in the usual way. The manager uses the “transition gradient” as a reward, which is derived from the task reward as well as the distance between the subgoal and the actual state transition made by the worker. This reward signal is used to learn the manager policy and the latent subgoal space. Feudal networks do not guarantee that the learned subgoal space will result in optimal behavior. In [Nac+19], they present a method to optimize the policy and φ function so as to minimize a bound on the suboptimality of the hierarchical policy. This approach is combined with HIRO (Section 5.3.1.2) to tackle the non-stationarity issue. 5.3.2 Options The feudal approach to HRL is somewhat limited, since not all subroutines or skills can be defined in terms of reaching a goal state (even if it is a partially specified one, such as being in a desired location but without specifying the velocity). For example, consider the skill of “driving in a circle”, or “finding food”. The options framework is a more general framework for HRL first proposed in [SPS99]. We discuss this below. 5.3.2.1 Definitions An option ω = (I, π, β) is a tuple consisting of: the initiation set Iω ⊂ S, which is a subset of states that this option can start from (also called the affordances of each state [Khe+20]); the subpolicy πω(a|s) ∈ [0,1]; and the termination condition βω(s) ∈ [0,1], which gives the probability of finishing in state s. (This induces a geometric distribution over option durations, which we denote by τ ∼ βω.) The set of all options is denoted Ω. To execute an option at step t entails choosing an action using at = πω(st) and then deciding whether to terminate at step t + 1 with probability 1 − βω(st+1) or to continue following the option at step t + 1. (This is an example of a semi-Markov decision process [Put94].) If we define πω(s) = a and βω(s) = 0 for all s, then this option corresponds to primitive action a that terminates in one step. But with options we can expand the repertoire of actions to include those that take many steps to finish. To create an MDP with options, we need to define the reward function and dynamics model. The reward is defined as follows: R(s,ω)=E􏰂R1 +γR2 +···+γτ−1Rτ|S0 =s,A0:τ−1 ∼πω,τ ∼βω􏰃 (5.6) The dynamics model is defined as follows: pγ(s′|s,ω) = 􏰓∞ γk Pr(Sk = s′,τ = k|S0 = s,A0:k−1 ∼ πω,τ ∼ βω) (5.7) k=1 Note that pγ(s′|s,ω) is not a conditional probability distribution, because of the γk term, but we can usually treat it like one. Note also that a dynamics model that can predict multiple steps ahead is sometimes called a jumpy model (see also Section 4.4.3.2). 102 We can use these definitions to define the value function for a hierarchical policy using a generalized Bellman equation, as follows: Vπ(s)= 􏰓 π(ω|s)􏰍R(s,ω)+􏰓pγ(s′|s,ω)Vπ(s′)􏰎 (5.8) ω∈Ω(s) s′ We can compute this using value iteration. We can then learn a policy using policy iteration, or a policy gradient method. In other words, once we have defined the options, we can use all the standard RL machinery. Note that GCRL can be considered a special case of options where each option corresponds to a different goal. Thus the reward function has the form R(s, ω) = I (s = ω), the termination function is βω (s) = I (s = ω), and the initiation set is the entire state space. 5.3.2.2 Learning options The early work on options, including the MAXQ approach of [Die00], assumed that the set of options was manually specified. Since then, many methods for learning options have been proposed. We mention a few of these below. The first set of methods for option learning rely on two stage training. In the first stage, exploration methods are used to collect trajectories. Then this data is analysed, either by inferring hidden segments using EM applied to a latent variable model [Dan+16], or by using the skill chaining method of [KB09], which uses classifiers to segment the trajectories. The labeled data can then be used to define a set of options, which can be trained using standard methods. The second set of methods for option learning use end-to-end training, i.e., the options and their policies are jointly learned online. For example, [BHP17] propose the option-critic architecture. The number of options is manually specified, and all policies are randomly initialized. Then they are jointly trained using policy gradient methods designed for semi-MDPs. (See also [RLT18] for a hierarchical extension of option-critic to support options calling options.) However, since the learning signal is just the main task reward, the method can work poorly in problems with sparse reward compared to subgoal methods (see discussion in [Vez+17; Nac+19]). Another problem with option-critic is that it requires specialized methods that are designed for optimizing semi-MDPs. In [ZW19], they propose double actor critic, which allows the use of standard policy gradient methods. This works by defining two parallel augmented MDPs, where the state space of each MDP is the cross-product of the original state space and the set of options. The manager learns a policy over options, and the worker learns a policy over states for each option. Both MDPs just use task rewards, without subgoals or subtask rewards. It has been observed that option learning using option-critic or double actor-critic can fail, in the sense that the top level controller may learn to switch from one option to the next at almost every time step [ZW19; Har+18]. The reason is that the optimal policy does not require the use of temporally extended options, but instead can be defined in terms of primitive actions (as in standard RL). Therefore in [Har+18] they propose to add a regularizer called the deliberation cost, in which the higher level policy is penalized whenever it switches options. This can speed up learning, at the cost of a potentially suboptimal policy. Another possible failure mode in option learning is if the higher level policy selects a single option for the entire task duration. To combat this, [KP19] propose the Interest Option Critic, which learns the initiation condition Iω so that the option is selected only in certain states of interest, rather than the entire state space. In [Mac+23], they discuss how the successor representation (discussed in Section 4.4) can be used to define options, using a method they call the Representation-driven Option Discovery (ROD) cycle. In [Lin+24b] they propose to represent options as programs, which are learned using LLMs. 103 5.4 Imitation learning In previous sections, an RL agent is to learn an optimal sequential decision making policy so that the total reward is maximized. Imitation learning (IL), also known as apprenticeship learning and learning from demonstration (LfD), is a different setting, in which the agent does not observe rewards, but has access to a collection Dexp of trajectories generated by an expert policy πexp; that is, τ = (s0, a0, s1, a1, . . . , sT ) and at ∼ πexp(st) for τ ∈ Dexp. The goal is to learn a good policy by imitating the expert, in the absence of reward signals. IL finds many applications in scenarios where we have demonstrations of experts (often humans) but designing a good reward function is not easy, such as car driving and conversational systems. (See also Section 5.5, where we discuss the closely related topic of offline RL, where we also learn from a collection of trajectories, but no longer assume they are generated by an optimal policy.) 5.4.1 Imitation learning by behavior cloning A natural method is behavior cloning, which reduces IL to supervised learning; see [Pom89] for an early application to autonomous driving. It interprets a policy as a classifier that maps states (inputs) to actions (labels), and finds a policy by minimizing the imitation error, such as min Epγπexp (s) [DKL (πexp(s) ∥ π(s))] (5.9) π where the expectation wrt pγπexp may be approximated by averaging over states in Dexp. A challenge with this method is that the loss does not consider the sequential nature of IL: future state distribution is not fixed but instead depends on earlier actions. Therefore, if we learn a policy πˆ that has a low imitation error under distribution pγ , as defined in Equation (5.9), it may still incur a large error under distribution pγ πexp πˆ (when the policy πˆ is actually run). This problem has been tackled by the offline RL literature, which we discuss in Section 5.5. 5.4.2 Imitation learning by inverse reinforcement learning An effective approach to IL is inverse reinforcement learning (IRL) or inverse optimal control (IOC). Here, we first infer a reward function that “explains” the observed expert trajectories, and then compute a (near-)optimal policy against this learned reward using any standard RL algorithms studied in earlier sections. The key step of reward learning (from expert trajectories) is the opposite of standard RL, thus called inverse RL [NR00]. It is clear that there are infinitely many reward functions for which the expert policy is optimal, for example by several optimality-preserving transformations [NHR99]. To address this challenge, we can follow the maximum entropy principle, and use an energy-based probability model to capture how expert trajectories are generated [Zie+08]: 􏰀 T􏰓− 1 􏰁 p(τ) ∝ exp Rθ(st,at) (5.10) t=0 where R 􏰐is an unknown reward function with parameter θ. Abusing notation slightly, we denote by θ T−1 􏰒 t=0 Rθ(st,at)) the cumulative reward along the trajectory τ. This model assigns exponentially Rθ(τ) = small probabilities to trajectories with lower cumulative rewards. The partition function, Zθ ≜ τ exp(Rθ(τ)), is in general intractable to compute, and must be approximated. Here, we can take a sample-based approach. Let Dexp and D be the sets of trajectories generated by an expert, and by some known distribution q, respectively. We may infer θ by maximizing the likelihood, p(Dexp|θ), or equivalently, minimizing the negative log-likelihood loss L(θ) = − 1 􏰓 Rθ(τ) + log 1 􏰓 exp(Rθ(τ)) (5.11) |Dexp| τ ∈Dexp |D| τ ∈D q(τ ) 104 (a) online reinforcement learning rollout data update rollout(s) Figure 5.3: Comparison of online on-policy RL, online off-policy RL, and offline RL. From Figure 1 of [Lev+20a]. Used with kind permission of Sergey Levine. The term inside the log of the loss is an importance sampling estimate of Z that is unbiased as long as q(τ) > 0 for all τ. However, in order to reduce the variance, we can choose q adaptively as θ is being updated. The optimal sampling distribution, q∗(τ) ∝ exp(Rθ(τ)), is hard to obtain. Instead, we may find a policy πˆ which induces a distribution that is close to q∗, for instance, using methods of maximum entropy RL discussed in Section 1.5.3. Interestingly, the process above produces the inferred reward Rθ as well as an approximate optimal policy πˆ. This approach is used by guided cost learning [FLA16], and found effective in robotics applications. 5.4.3 Imitation learning by divergence minimization We now discuss a different, but related, approach to IL. Recall that the reward function depends only on the state and action in an MDP. It implies that if we can find a policy π, so that pγπ(s,a) and pγπexp(s,a) are close, then π receives similar long-term reward as πexp, and is a good imitation of πexp in this regard. A number of IL algorithms find π by minimizing the divergence between pγπ and pγπexp . We will largely follow the exposition of [GZG19]; see [Ke+19] for a similar derivation. (b) off-policy reinforcement learning rollout data (c) offline reinforcement learning buffer update rollout(s) rollout(s) data collected once with any policy deployment Let f be a convex function, and D be the correspondin􏰄g f-divergence [Mor63; AS66; Csi67; LV06; CS04]. 􏰅􏰄􏰆 f From the above intuition, we want to minimize Df pγπexp 􏰄pγπ . Then, using a variational approximation of Df [NWJ10], we can solve the following optimization problem for π: min max Epγπexp (s,a) [Tw (s, a)] − Epγπ (s,a) [f ∗ (Tw (s, a))] (5.12) πw where f∗ is the convex conjugate of f, and Tw : S × A → R is some function parameterized by w. We can think of π as a generator (of actions) and Tw as an adversarial critic that is used to compare the generated (s,a) pairs to the real ones. Thus the first expectation can be estimated using Dexp, as in behavior cloning, and the second can be estimated using trajectories generated by policy π. Furthermore, to implement this algorithm, we often use a parametric policy representation πθ, and then perform stochastic gradient updates to find a saddle-point to Equation (5.12). With different choices of the convex function f, we can obtain many existing IL algorithms, such as generative adversarial imitation learning (GAIL) [HE16] and adversarial inverse RL (AIRL) [FLL18], etc. 5.5 Offline RL Offline reinforcement learning (also called batch reinforcement learning [LGR12]) is concerned with learning a reward maximizing policy from a fixed, static dataset, collected by some existing policy, known as the behavior policy. Thus no interaction with the environment is allowed (see Figure 5.3). This makes policy learning harder than the online case, since we do not know the consequences of actions that were not taken in a given state, and cannot test any such “counterfactual” predictions by trying them. (This is the same problem as in off-policy RL, which we discussed in Section 3.5.) In addition, the policy will be deployed 105 buffer learn training phase on new states that it may not have seen, requiring that the policy generalize out-of-distribution, which is the main bottleneck for current offline RL methods [Par+24b]. A very simple and widely used offline RL method is known as behavior cloning or BC. This amounts to training a policy to predict the observed output action at associated with each observed state st, so we aim to ensure π(st) ≈ at, as in supervised learning. This assumes the offline dataset was created by an expert, and so falls under the umbrella of imitation learning (see Section 5.4.1 for details). By contrast, offline RL methods can leverage suboptimal data. We give a brief summary of some of these methods below. For more details, see e.g., [Lev+20b; Che+24b; Cet+24]. For some offline RL benchmarks, see DR4L [Fu+20], RL Unplugged [Gul+20], OGBench (Offline Goal-Conditioned benchmark) [Par+24a], and D5RL [Raf+24]. 5.5.1 Offline model-free RL In principle, we can tackle offline RL using the off-policy methods that we discussed in Section 3.5. These use some form of importance sampling, based on π(a|s)/πb(a|s), to reweight the data in the replay buffer D, which was collected by the behavior policy, towards the current policy (the one being evaluated/ learned). Unfortunately, such methods only work well if the behavior policy is is close to the new policy. In the online RL case, this can be ensured by gradually updating the new policy away from the behavior policy, and then sampling new data from the updated policy (which becomes the new behavior policy). Unfortunately, this is not an option in the offline case. Thus we need to use other strategies to control the discrepancy between the behavior policy and learned policy, as we discuss below. (Besides the algorithmic techniques we discuss, another reliable way to get better offline RL performance is to train on larger, more diverse datasets, as shown in [Kum+23].) 5.5.1.1 Policy constraint methods In the policy constraint method, we use a modified form of actor-critic, which, at iteration k, uses an update of the form Qπk+1 ←argminE(s,a,s′)∼D􏰖􏰀Q(s,a)−(R(s,a)+γEπk(a′|s′)[Qπk(s′,a′)])􏰁2􏰗 (5.13) Q 􏰂 􏰂π 􏰃􏰃 πk+1 ← argmax Es∼D Eπ(a|s) Qk+1(s, a) s.t. D(π, πb) ≤ ε (5.14) π where D(π(·|s),πb(·|s)) is a divergence measure on distributions, such as KL divergence or another f- divergence. This ensures that we do not try to evaluate the Q function on actions a′ that are too dissimilar from those seen in the data buffer (for each sampled state s), which might otherwise result in artefacts similar an adversarial attack. As an alternative to adding a constraint, we can add a penalty of αD(π(·|s),πb(·|s)) to the target Q value and the actor objective, resulting in the following update: Qπk+1 ←argminE(s,a,s′)∼D􏰖􏰀Q(s,a)−(R(s,a)+γEπk(a′|s′)[Qπk(s′,a′)−αγD(πk(·|s′),πb(·|s′))])􏰁2􏰗 (5.15) Q􏰂􏰂π􏰃′′􏰃 πk+1 ← argmax Es∼D Eπ(a|s) Qk+1(s, a) − αD(π(·|s ), πb(·|s )) (5.16) π One problem with the above method is that we have to fit a parametric model to πb(a|s) in order to evaluate the divergence term. Fortunately, in the case of KL, the divergence can be enforced implicitly, as in the advantage weighted regression or AWR method of [Pen+19], the reward weighted regression method of [PS07], the advantage weighted actor critic or AWAC method of [Nai+20], the advantage weighted behavior model or ABM method of [Sie+20], In this approach, we first solve (nonparametrically) for the new policy under the KL divergence constraint to get πk+1, and then we project this into the required 106 policy function class via supervised regression, as follows: πk+1(a|s)← Z1πb(a|s)exp􏰇α1Qπk(s,a)􏰈 (5.17) πk+1 ← argmin DKL (πk+1 ∥ π) (5.18) π In practice the first step can be implemented by weighting samples from π (a|s) (i.e., from the data buffer) 􏰀1π􏰁b using importance weights given by exp α Qk (s, a) , and the second step can be implemented via supervised learning (i.e., maximum likelihood estimation) using these weights. It is also possible to replace the KL divergence with an integral probability metric (IPM), such as the maximum mean discrepancy (MMD) distance, which can be computed from samples, without needing to fit a distribution πb(a|s). This approach is used in [Kum+19]. This has the advantage that it can constrain the support of the learned policy to be a subset of the behavior policy, rather than just remaining close to it. To see why this can be advantageous, consider the case where the behavior policy is uniform. In this case, constraining the learned policy to remain close (in KL divergence) to this distribution could result in suboptimal behavior, since the optimal policy may just want to put all its mass on a single action (for each state). 5.5.1.2 Behavior-constrained policy gradient methods Recently a class of methods has been developed that is simple and effective: we first learn a baseline policy π(a|s) (using BC) and a Q function (using Bellman minimization) on the offline data, and then update the policy parameters to pick actions that have high expected value according to Q and which are also likely under the BC prior. An early example of this is the Q† algorithm of [Fuj+19]. In [FG21], they present the DDPG+BC method, which optimizes maxJ(π)=E(s,a)∼D [Q(s,μπ(s))+αlogπ(a|s)] (5.19) π where μπ(s) = Eπ(a|s) [a] is the mean of the predicted action, and α is a hyper-parameter. As another example, the DQL method of [WHZ23] optimizes a diffusion policy using min L(π) = Ldiffusion(π) + Lq(π) = Ldiffusion(π) − αEs∼D,a∼π(·|s) [Q(s, a)] (5.20) π Finally, [Aga+22b] discusses how to transfer the policy from a previous agent to a new agent by combining BC with Q learning. 5.5.1.3 Uncertainty penalties An alternative way to avoid picking out-of-distribution actions, where the Q function might be unreliable, is to add a penalty term to the Q function based on the estimated epistemic uncertainty, given the dataset D, which we denote by Unc(PD(Qπ)), where PD(Qπ) is the distribution over Q functions, and Unc is some metric on distributions. For example, we can use a deep ensemble to represent the distribution, and use the variance of Q(s, a) across ensemble members as a measure of uncertainty. This gives rise to the following policy improvement update: πk+1 ←argmaxEs∼D􏰖Eπ(a|s)􏰖EPD(Qπk+1)􏰂Qπk+1(s,a)􏰃􏰗−αUnc(PD(Qπk+1))􏰗 (5.21) π For examples of this approach, see e.g., [An+21; Wu+21; GGN22]. 5.5.1.4 Conservative Q-learning and pessimistic value functions An alternative to explicitly estimating uncertainty is to add a conservative penalty directly to the Q-learning error term. That is, we minimize the following wrt w using each batch of data B: E(B, w) = αC(B, w) + E(B, w) (5.22) 107 where E(B,w) = E(s,a,s′)∈B 􏰂(Qw(s,a)−(r+γmaxa′ Qw(s′,a′)))2􏰃 is the usual loss for Q-learning, and C(B,w) is some conservative penalty. In the conservative Q learning or CQL method of [Kum+20], we use the following penalty term: C(B, w) = Es∼B,a∼π(·|s) [Qw(s, a)] − E(s,a)∼B [Qw(s, a)] (5.23) If π is the behavior policy, this penalty becomes 0. 5.5.2 Offline model-based RL In Chapter 4, we discussed model-based RL, which can train a dynamics model given a fixed dataset, and then use this to generate synthetic data to evaluate and then optimize different possible policies. However, if the model is wrong, the method may learn a suboptimal policy, as we discussed in Section 4.2.3. This problem is particularly severe in the offline RL case, since we cannot recover from any errors by collecting more data. Therefore various conservative MBRL algorithms have been developed, to avoid exploiting model errors. For example, [Kid+20] present the MOREL algorithm, and [Yu+20] present the MOPO algorithm. Unlike the value function uncertainty method of Section 5.5.1.3, or the conservative value function method of Section 5.5.1.4, these model-based methods add a penalty for visiting states where the model is likely to be incorrect. In more detail, let u(s, a) be an estimate of the uncertainty of the model’s predictions given input (s, a). In MOPO, they define a conservative reward using R(s, a) = R(s, a) − λu(s, a), and in MOREL, they modify the MDP so that the agent enters an absorbing state with a low reward when u(s, a) is sufficiently large. In both cases, it is possible to prove that the model-based estimate of the policy’s performance under the modified reward or dynamics is a lower bound of the performance of the policy’s true performance in the real MDP, provided that the uncertainty function u is an error oracle, which means that is satisfies D(Mθ(s′|s,a),M∗(s′|s,a)) ≤ u(s,a), where M∗ is the true dynamics, and Mθ is the estimated dynamics. For more information on offline MBRL methods, see [Che+24c]. 5.5.3 Offline RL using reward-conditioned sequence modeling Recently an approach to offline RL based on sequence modeling has become very popular. The basic idea — known as upside down RL [Sch19] or RvS (RL via Supervised learning) [KPL19; Emm+21] — is to train a generative model over future states and/or actions conditioned on the observed reward, rather than predicting the reward given a state-action trajectory. At test time, the conditioning is changed to represent the desired reward, and futures are sampled from the model. The implementation of this idea then depends on what kind of generative model to use, as we discuss below. The trajectory transformer method of [JLL21] learns a joint model of the form p(s1:T , a1:T , r1:T ) using a transformer, and then samples from this using beam search, selecting the ones with high reward (similar to MPC, Section 4.1.1). The decision transformer [Che+21b] is related, but just generates action sequences, and conditions on the past observations and the future reward-to-go. That is, it fits argmaxEpD [logπθ(at|s0:t,a0:t−1,RTG0:t)] (5.24) θ where RTGt = 􏰐Tk=t rt is the return to go. (For a comparison of decision transformers to other offline RL methods, see [Bha+24].) The diffuser method of [Jan+22] is a diffusion version of trajectory transformer, so it fits p(s1:T , a1:T , r1:T ) using diffusion, where the action space is assumed to be continuous. They also replace beam search with classifier guidance. The decision diffuser method of [Aja+23] extends diffuser by using classifer-free guidance, where the conditioning signal is the reward-to-go, simlar to decision transformer. However, unlike diffuser, the decision diffuser just models the future state trajectories (rather than learning a joint distribution over states and actions), and infers the actions using an inverse dynamics model at = π(st, st+1), which is trained using supervised learning. 108 One problem with the above approaches is that conditioning on a desired return and taking the predicted action can fail dramatically in stochastic environments, since trajectories that result in a return may have only achieved that return due to chance [PMB22; Yan+23; Bra+22; Vil+22]. (This is related to the optimism bias in the control-as-inference approach discussed in Section 1.5.) 5.5.4 Hybrid offline/online methods Despite the progress in offline RL, it is fundamentally more limited in what it can learn compared to online RL [OCD21]. Therefore, various hybrids of offline and online RL have been proposed, such as [Bal+23] and [Nak+23]. For example, [Nak+23] suggest pre-training with offline RL (specifically CQL) followed by online finetuning. Naively this does not work that well, because CQL can be too conservative, requiring the online learning to waste some time at the beginning fixing the pessimism. So they propose a small modification to CQL, known as calibrated Q learning. This simply prevents CQL from being too conservative, by replacing the CQL regularizer with min max J(Q, π) + αEs∼D,a∼π(a|s) 􏰂max(Q(s, a), V πβ (s)) − αE(s,a)∼D [Q(s, a)]􏰃 (5.25) Qπ where the Q(s,a) term inside the max ensures conservatism (so Q lower bounds the value of the learned policy), and the V πβ (s) term ensures “calibration” (so Q upper bounds the value of the behavior policy). Then online finetuning is performed in the usual way. 5.6 LLMs and RL In this section, we discuss some connections between RL and “foundation models” (see e.g., [Cen21]). These are large pretrained generative models of text and/or images such as large language models (LLMs) and their multimodal extension, sometimes called vision language models (VLMs). Note that this is a very fast growing field, so we only briefly mention a few highlights. For more details, see e.g. https://github.com/WindyLab/LLM-RL-Papers. 5.6.1 RL for LLMs We can think of LLMs as agents, where the state st is the entire sequence of previous words, st = (w1, . . . , wt−1), the action is the next word wt2, the stochastic policy π(at|st) is the LLM, and the transition model is the determistic function p(st+1|st, at) = δ(st = concat(st, at)). We see that the size of the state grows linearly over time, which is a standard way to capture non-local dependencies in a Markov model. We discuss how to train these models below. Once trained, they are used in a semi-MDP fashion, in which at round t the agent generates an answer at = (at,1,...,at,Nt), which is a sequence of Nt tokens, in response to a prompt from the user, pt = (pt,1,...,pt,Mt), and the previous context (dialog history), ct = (p1,1:M1 , a1,1:N1 , p2,1:M2 , . . . , at−1,1:Nt−1 ). We can now define the state as the sequence of tokens st = (ct, pt). Similarly, the action sequence at can be flattened into a single atomic (string-valued) action, since there is no intermediate feedback from the environment after each token is produced.3 Note that, if there is a single round of prompting and answering (as is often assumed during training), then this is a contextual bandit problem rather than a full MDP. In particular, the context is the string pt and the action is the string at. However, in multi-turn dialog situations, the agent’s actions will affect the environment (i.e., the user’s mental state, and hence subsequent prompt pt+1), turning it into a full MDP. 2When using VLMs, the “words” are a tokenized representation of the visual input and/or output. Even when using language, the elementary components wt are sub-words (which allows for generalization), not words. So a more precise term would be “tokens” instead of “words”. 3The fact that the action (token) sequence is generated by an autoregressive policy inside the agent’s head is an implementation detail, and not part of the problem specification; for example, the agent could instead use discrete diffusion to generate at = (at,1,...,at,Nt). 109 5.6.1.1 RLHF LLMs are usually trained with behavior cloning, i.e., MLE on a fixed dataset, such as a large text (and tokenized image) corpus scraped from the web. This is called “pre-training”. We can then improve their performance using RL, as we describe below; this is called “post-training”. A common way to perform post-training is to use reinforcement learning from human feedback or RLHF. This technique, which was first introduced in the InstructGPT paper [Ouy+22], works as follows. First a large number of (context, answer0, answer1) tuples are generated, either by a human or an LLM. Then human raters are asked if they prefer answer 0 or answer 1. Let y = 0 denote the event that they prefer answer 0, and y = 1 the event that they prefer answer 1. We can then fit a model of the form p(y = 0|a0, a1, c) = exp(φ(c, a0)) (5.26) exp(φ(c, a0)) + exp(φ(c, a1)) using binary cross entropy loss, where φ(c, a) is some function that maps text to a scalar (interpreted as logits). Typically φ(c, a) is a shallow MLP on top of the last layer of a pretrained LLM. Finally, we define the reward function as R(s, a) = φ(s, a), where s is the context (e.g., a prompt or previous dialog state), and a is the action (answer generated by LLM). We then use this reward to fine-tune the LLM using a policy gradient method such as PPO (Section 3.4.3), or a simpler method such as RLOO [Ahm+24], which is based on REINFORCE (Section 3.2). Note that this form of training assumes the agent just interacts with a single action (answer) in response to a single prompt, so is learning the reward for a bandit problem, rather than the full MDP. Also, the learned reward function is a known parametric model (since it is fit to the human feedback data), whereas in RL, the reward is an unknown non-differentiable blackbox function. When viewed in this light, it becomes clear that one can also use non-RL algorithms to improve performance of LLMs, such as DPO [Raf+23] or the density estimation methods of [Dum+24]. For more details on RL for LLMs, see e.g., [Kau+23]. 5.6.1.2 Assistance game In general, any objective-maximizing agent may suffer from reward hacking (Section 5.2.1), even if the reward has been learned using lots of RLHF data. In [Rus19], Stuart Russell proposed a clever solution to this problem. Specifically, the human and machine are both treated as agents in a two-player cooperative game, called an assistance game, where the machine’s goal is to maximize the user’s utility (reward) function, which is inferred based on the human’s behavior using inverse RL. That is, instead of trying to learn a point estimate of the reward function using RLHF, and then optimizing that, we treat the reward function as an unknown part of the environment. If we adopt a Bayesian perspective on this, we can maintain a posterior belief over the model parameters. This will incentivize the agent to perform information gathering actions. For example, if the machine is uncertain about whether something is a good idea or not, it will proceed cautiously (e.g., by asking the user for their preference), rather than blindly solving the wrong problem. For more details on this framework, see [Sha+20]. 5.6.1.3 Run-time inference as MPC Recently the LLM community has investigated ways to improve the “reasoning” performance of LLMs by using MCTS-like methods (see Section 4.1.3). The basic idea is to perform Monte Carlo rollouts of many possible action sequences (by generating different “chains of thought” in response to the context so far), and then applying a value function to the leaves of this search tree to decide on which trajectory to return as the final “decision”. The value function is usually learned using policy gradient methods, such as REINFORCE (see e.g., [Zel+24]). It is believed that OpenAI’s recently released o1 (aka Strawberry) model4uses similar techniques, most likely pre-training on large numbers of human reasoning traces. Note that the resulting policy is an instance of MPC (Section 4.1.1) or decision time planning. This means that, as in MPC, the agent must replan after every new state observation (which incorporates the 4See https://openai.com/index/learning-to-reason-with-llms/. 110 response from the user), making the method much slower than “reactive” LLM policies, that does not use look-ahead search (but still conditions on the entire past context). However, once trained, it may be possible to distill this slower “system 2” policy into a faster reactive “system 1” policy. 5.6.2 LLMs for RL There are many ways that (pretrained) LLMs can be used for RL, by leveraging their prior knowledge, their ability to generate code, their “reasoning” ability, and their ability to perform in-context learning (which can be viewed as a form of Bayesian inference [PAG24], which is a “gradient-free” way of optimally learning that is well suited to rapid learning from limited data). The survey in [Cao+24] groups the literature into four main categories: LLMs for pre-processing the inputs, LLMs for rewards, LLMs for world models, and LLMs for decision making or policies. In our brief presentation below, we follow this categorization. (See also [Spi+24] for a similar grouping.) 5.6.2.1 LLMs for pre-processing the input If the input observations ot sent to the agent are in natural language (or some other textual representation, such as JSON), it is natural to use an LLM to process them, in order to compute a more compact representation, st = φ(ot), where φ can the hidden state of the last layer of an LLM. This encoder can either be frozen, or fine-tuned with the policy network. Note that we can also pass in the entire past observation history, o1:t, as well as static “side information”, such as instruction manuals or human hints; these can all be concatenated to form the LLM prompt. For example, the AlphaProof system5 uses an LLM (called the “formalizer network”) to translate an informal specification of a math problem into the formal Lean representation, which is then passed to an agent (called the “solver network”) which is trained, using the AlphaZero method (see Section 4.1.3.1), to generate proofs inside the Lean theorem proving environment. In this environment, the reward is 0 or 1 (proof is correct or not), the state space is a structured set of previously proved facts and the current goal, and the action space is a set of proof tactics. The agent itself is a separate transformer policy network (distincy from the formalizer network) that is trained from scratch in an incremental way, based on the AlphaZero method. If the observations are images, it it is traditional to use a CNN to proccess the input, so st ∈ RN would be an embedding vector. However, we could alternatively use a VLM to compute a structured representation, where st might be a set of tokens describing the scene at a high level. We then proceed as in the text case. Note that the information that is extracted will heavily depend on the prompt that is used. Thus we should think of an LLM/VLM as an active sensor that we can control via prompts. Choosing how to control this sensor requires expanding the action space of the agent to include computational actions [Che+24d]. Note also that these kinds of “sensors” are very expensive to invoke, so an agent with some limits on its time and compute (which is all practical agents) will need to reason about the value of information and the cost of computation. This is called metareasoning [RW91]. Devising good ways to train agents to perform both computational actions (e.g., invoking an LLM or VLM) and environment actions (e.g., taking a step in the environment or calling a tool) is an open research problem. 5.6.2.2 LLMs for rewards It is difficult to design a reward function to cause an agent to exhibit some desired behavior, as we discussed in Section 5.2. Fortunately LLMs can often help with this task. We discuss a few approaches below. In [Kli+24], they present the Motif system, that uses an LLM in lieu of a human to provide preference judgements to an RLHF system. In more detail, a pre-trained policy is used to collect trajectories, from which pairs of states, (o,o′), are selected at random. The LLM is then asked which state is preferable, thus generating (o,o′,y) tuples, which can be used to train a binary classifier from which a reward model is extracted, as in Section 5.6.1.1. In [Kli+24], the observations o are text captions generated by the NetHack game, but the same method could be applied to images if we used a VLM instead of an LLM for learning the 5See https://deepmind.google/discover/blog/ai-solves-imo-problems-at-silver-medal-level/. 111 reward. The learned reward model is then used as a shaping function (Section 5.2.3) when training an agent in the NetHack environment, which has very sparse reward. In [Ma+24], they present the Eureka system, that learns the reward using bilevel optimization, with RL on the inner loop and LLM-powered evolutionary search on the outer loop. In particular, in the inner loop, given a candidate reward function Ri, we use PPO to train a policy, and then return a scalar quality score Si = S(Ri). In the outer loop, we ask an LLM to generate a new set of reward functions, Ri′, given a population of old reward functions and their scores, (Ri,Si), which have been trained and evaluated in parallel on a fleet of GPUs. The prompt also includes the source code of the environment simulator. Each generated reward function Ri is represented as a Python function, that has access to the ground truth state of the underlying robot simulator. The resulting system is able to learn a complex reward function that is sufficient to train a policy (using PPO) that can control a simulated robot hand to perform various dexterous manipulation tasks, including spinning a pen with its finger tips. In [Li+24], they present a somewhat related approach and apply it to Minecraft. In [Ven+24], they propose code as reward, in which they prompt a VLM with an initial and goal image, and ask it to describe the corresponding sequence of tasks needed to reach the goal. They then ask the LLM to synthesize code that checks for completion of each subtask (based on processing of object properties, such as relative location, derived from the image). These reward functions are then “verified” by applying them to an offline set of expert and random trajectories; a good reward function should allocate high reward to the expert trajectories and low reward to the random ones. Finally, the reward functions are used as auxiliary rewards inside an RL agent. There are of course many other ways an LLM could be used to help learn reward functions, and this remains an active area of research. 5.6.2.3 LLMs for world models There are many papers that use transformers or diffusion models to represent the world model p(s′|s,a), and learn them from data collected by the agent, as we discussed in Section 4.3. Here we focus our attention on ways to use pre-trained foundation models as world models (WM). [Yan+24] presents UniSim, which is an action-conditioned video diffusion model trained on large amounts of robotics and visual navigation data. Combined with a VLM reward model, this can be used for decision-time planning as follows: sample candidate action trajectories from a proposal, generate the corresponding images, feed them to the reward model, score the rollouts, and then pick the best action from this set. (Note that this is just standard MPC in image space with a diffusion WM and a random shooting planning algorithm.) [TKE24] presents WorldCoder, which takes a very different approach. It prompts a frozen LLM to generate code to represent the WM p(s′|s,a), which it then uses inside of a planning algorithm. The agent then executes this in the environment, and passes back failed predictions to the LLM, asking it to improve the WM. (This is related to the Eureka reward-learning system mentioned in Section 5.6.2.2.) There are of course many other ways an LLM could be used to help learn world models, and this remains an active area of research. 5.6.2.4 LLMs for policies Finally we turn to LLMs as policies. One approach is to pre-train a special purpose foundation model on state-action sequences (using behavior cloning), then sample the next action from it using at ∼ p(at|ot,ht−1), where ot is the latest observation and ht−1 = (o1:t−1,a1:t−1) is the history. See e.g., Gato model [Ree+22] RT-2 [Zit+23], and RoboCat [Bou+23]. More recently it has become popular to leverage pre-trained LLMs that are trained on web data, and then to repurpose them as “agents” using in-context learning. We can then sample an action from the policy π(at|pt, ot, ht−1), where pt is a manually chosen prompt. This approach is used by the ReAct paper [Yao+22] which works by prompting the LLM to “think step-by-step” (“reasoning”) and then to predict an action (“acting”). This approach can be extended by prompting the LLM to first retrieve relevant past examples 112 Figure 5.4: Illustration of how to use a pretrained LLM (combined with RAG) as a policy. From Figure 5 of [Par+23]. Used with kind permission of Joon Park. from an external “memory”, rather than explicitly storing the entire history ht in the context (this is called retrieval augmented generation or RAG); see Figure 5.4 for an illustration. Note that no explicit learning (in the form of parametric updates) is performed in these systems; instead they rely entirely on in-context learning (and prompt engineering). An alternative approach is to enumerate all possible discrete actions, and use the LLM to score them in terms of their likelihoods given the goal, and their suitability given a learned value function applied to the current state, i.e. π(at = k|g, pt, ot, ht) ∝ LLM(wk|gt, pt, ht)Vk(ot), where gt is the current goal, wk is a text description of action k, and Vk is the value function for action k. This is the approach used in the robotics SayCan approach [Ich+23], where the primitive actions ak are separately trained goal-conditioned policies. Calling the LLM at every step is very slow, so an alternative is to use the LLM to generate code that represents (parts of) the policy. For example, the Voyager system in [Wan+24a] builds up a reusable skill library (represented as Python functions), by alternating between environment exploration and prompting the (frozen) LLM to generate new tasks and skills, given the feedback collected so far. There are of course many other ways an LLM could be used to help learn policies, and this remains an active area of research. 5.7 General RL, AIXI and universal AGI The term “general RL” (see e.g., [Hut05; LHS13; HQC24; Maj21]) refers to the setup in which an agent receives a stream of observations o1,o2,... and rewards r1,r2,..., and performs a sequence of actions in response, a1, a2, . . ., but where we do not make any Markovian (or even stationarity) assumptions about the environment that generates the observation stream. Instead, we assume that the environment is a computable function or program p∗, which generated the observations o1:t and r1:t seen so far in response to the actions taken, a1:t−1. We denote this by U(p∗,a1:t) = (o1r1 ···otrt), where U is a universal Turing machine. If we use the receeding horizon control strategy (see Section 4.1.1), the optimal action at each step is the one that maximizes the posterior expected reward-to-go (out to some horizon m steps into the future). If we assume the agent represents the unknown environment as a program p ∈ M, then the optimal action is given by the following expectimax formula: at =argmax􏰓···max 􏰓 [rt +···+rm] 􏰓 Pr(p) (5.27) at am where Pr(p) is the prior probability of p, and we assume the likelihood is 1 if p can generate the observations given the actions, and is 0 otherwise. The key question is: what is a reasonable prior over programs? In [Hut05], Marcus Hutter proposed to apply the idea of Solomonoff induction [Sol64] to the case of an online decision making agent. This 113 ot ,rt om ,rm p:U (p,a1:m )=(o1 r1 ···om rm ) amounts to using the prior Pr(p) = 2−l(p), where l(p) is the length of program p. This prior favors shorter programs, and the likelihood filters out programs that cannot explain the data. The resulting agent is known as AIXI, where “AI” stands for “Artificial Intelligence” and “XI” referring to the Greek letter ξ used in Solomonoff induction. The AIXI agent has been called the “most intelligent general-purpose agent possible” [HQC24], and can be viewed as the theoretical foundation of (universal) artificial general intelligence or AGI. Unfortunately, the AIXI agent is intractable to compute, since it relies on Solomonoff induction and Kolmogorov complexity, both of which are intractable, but various approximations can be devised. For example, we can approximate the expectimax with MCTS (see Section 4.1.3). Alternatively, [GM+24] showed that it is possible to use meta learning to train a generic sequence predictor, such as a transformer or LSTM, on data generated by random Turing machines, so that the transformer learns to approximate a universal predictor. Another approach is to learn a policy (to avoid searching over action sequences) using TD-learning (Section 2.3.2); the weighting term in the policy mixture requires that the agent predict its own future actions, so this approach is known as self-AIXI [Cat+23]. Note that AIXI is a normative theory for optimal agents, but is not very practical, since it does not take computational limitations into account. 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It looks like you’ve shared a large excerpt from Kevin P. Murphy’s monograph on Reinforcement Learning, covering a range of topics from fundamental definitions and approaches to advanced methods such as hierarchical RL, offline RL, and the use of large language models in RL. The text includes a table of contents, a detailed introduction to RL, canonical examples, various value-based and policy-based RL algorithms, model-based RL methods, and other advanced or emerging topics in RL research. Is there something specific you’d like to know about or help with regarding this content?
o1
⑂ thread forked here
summarize and write a blog post about it
Below is a blog-style summary of the content you shared, aiming to convey the main ideas in an accessible manner. --- **From Bandits to Brains: A Grand Tour of Reinforcement Learning** If you’ve ever marveled at a robot gracefully navigating a cluttered room, an AI system mastering a complex board game like Go, or a self-driving car figuring out how to merge onto a busy highway, then you’ve seen reinforcement learning (RL) in action. Reinforcement learning is all about training an agent to make decisions in an uncertain, changing world. Unlike supervised learning, where a model is trained on labeled data, RL agents learn by interacting with an environment, trying actions, and receiving feedback in the form of rewards. It’s a feedback loop that mimics the trial-and-error learning of animals and humans. In this post, we’ll take a high-level tour of RL’s core ideas and some exciting frontiers. Think of this as a bird’s-eye view over a vast landscape—one that’s still expanding as researchers discover more efficient algorithms, richer models, and unexpected applications. --- ### The Basics: States, Actions, and Rewards At the heart of RL is the idea of an agent interacting with an environment over time. At each step, the agent observes a state (like a robot’s current location), takes an action (move forward, turn left), and receives a reward (a scalar number—positive or negative). The agent’s goal is to maximize the cumulative reward over the long run, developing a policy—a mapping from states to actions—that achieves high returns. The simplest variants are multi-armed bandits, where the state never changes. The agent’s only job is to pick the best “arm” (think: slot machine lever) to maximize reward. Although simplistic, bandits are a perfect introduction to the exploration-exploitation dilemma: Should I pick the arm that worked well before or try something new? This tension remains in more complex RL tasks, where the agent must decide when to explore unfamiliar states and when to exploit its current knowledge. --- ### Model-Free vs. Model-Based RL Broadly, RL methods split into two categories: - **Model-free RL:** The agent directly learns a value function or a policy from experience. Techniques like Q-learning or policy gradient methods fall here. They don’t build an explicit model of the environment; instead, they learn directly which actions are good in which states. Q-learning, for example, tries to learn a function Q(s,a) estimating the long-term reward from taking action a in state s. Policy gradients, in contrast, directly optimize a parameterized policy to maximize expected return. - **Model-based RL:** The agent tries to learn a model of how the world works—what happens when it takes certain actions—and then uses this model to plan. Picture the agent mentally simulating future actions before committing them to the real environment. Methods like model predictive control (MPC) or Monte Carlo tree search (MCTS) shine here. If you know how the environment will likely respond, you can use planning techniques to choose actions more efficiently. Each approach has pros and cons. Model-free methods are simpler but may need a lot of data. Model-based methods can be more sample-efficient and can transfer well to new tasks, but they’re often more complex to implement and can be sensitive to model errors. --- ### Handling Partial Observability and Uncertainty In many real-world scenarios, the agent only sees part of the “true” state. This is where partially observed Markov decision processes (POMDPs) enter. Dealing with partial observability can be complex; solutions often involve belief states that keep track of the agent’s uncertainty or use recurrent neural networks (RNNs) or transformers to keep a memory of past observations. --- ### Beyond Tabular Methods: Deep RL and Function Approximation As tasks grow more complex, we need representation learning to handle massive state spaces. Enter deep RL, which uses neural networks as function approximators. Early breakthroughs like Deep Q-Network (DQN) applied neural nets to learn values from raw pixels, enabling superhuman performance on Atari games. Later methods—like policy gradients, actor-critic architectures, and distributional RL—extended these ideas to continuous control tasks, robotics, and beyond. However, training large neural nets in RL is tricky. Challenges such as overestimation bias, instability, and the deadly triad (function approximation, bootstrapping, and off-policy learning) must be managed with techniques like target networks, prioritized replay, and careful regularization. --- ### Exploration-Exploitation and Intrinsic Motivation A key difficulty in RL is encouraging the agent to explore enough to learn good policies. Simple methods like epsilon-greedy or Boltzmann exploration often work in small tasks, but scale poorly. More sophisticated exploration strategies include upper confidence bounds, Thompson sampling, and intrinsic motivation schemes, where the agent rewards itself for learning something new or improving its model of the world. --- ### Offline RL and Imitation Not all tasks allow active data collection. Offline RL (or batch RL) tackles the problem of learning a good policy from a fixed dataset of experiences, without further interaction. This is vital for domains like medicine or expensive industrial processes, where safe exploration is costly. Offline RL methods introduce new challenges around distribution shift and uncertainty estimation. Imitation learning (IL), where the agent attempts to match an expert’s demonstrations, is another avenue. Behavior cloning is the simplest form: treat the problem like supervised learning from demonstration data. More advanced methods use inverse reinforcement learning to infer the hidden reward function the expert must be optimizing. --- ### Hierarchical RL and Skills Complex tasks can be solved more efficiently by breaking them down into options or skills—temporally extended actions that solve subproblems. Hierarchical RL provides a framework where high-level policies choose options, and low-level policies implement them. This can massively improve learning speed and transferability. --- ### World Models and Predictive Representations Some frontier research focuses on building rich world models that capture long-term dynamics, possibly using latent variables or predictive state representations. Predictive models, successor features, and distributional value functions let the agent reason about the future more effectively. Generalized value functions and multi-step models help an agent learn compact representations that reflect what’s relevant for control. --- ### The Final Frontier: RL and Large Language Models In the latest developments, large language models (LLMs) are being integrated into RL, offering powerful priors from web-scale pretraining. LLMs can help shape rewards, serve as world models, or provide action-level reasoning through planning and “chain-of-thought” prompting. Meanwhile, RL can fine-tune LLMs from human feedback, leading to better alignment with human preferences and safer AI behavior. --- ### Looking Ahead Reinforcement learning is not a solved problem. We have great algorithms that beat humans in complex games, but scaling them to real-world challenges—dynamic environments, partial observability, computational constraints—remains daunting. Still, the field is evolving rapidly. Techniques for offline RL, hierarchical control, intrinsic exploration, and LLM integration are expanding the frontier. In the future, we can expect RL systems to become more sample-efficient, more interpretable, and more aligned with human goals, working alongside model learning, planning, and rich world knowledge. If you’re excited by the idea of training agents that learn directly from interaction—becoming ever more competent at achieving their goals—then you’re already on board the RL train, headed towards a horizon of understanding, control, and intelligence.
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Below is a high-level summary in the form of a blog post. It omits some technical details and references for brevity, while aiming to give an overall narrative of the content: --- **Title:** A Comprehensive Overview of Modern Reinforcement Learning Reinforcement Learning (RL) has emerged as one of the most exciting fields in machine learning, giving rise to breakthroughs in robotics, game-playing AIs like AlphaGo, and practical systems for recommendation engines, online advertising, and beyond. At its core, RL is about an agent interacting with an environment, choosing actions to maximize cumulative rewards. Unlike supervised learning, where correct answers are provided as labeled training data, RL agents discover how to act optimally through trial and error, balancing the need to explore unknown actions and exploit current knowledge to achieve high returns. **The Basics: States, Actions, Rewards** The RL problem can be formalized as an agent observing a state and selecting an action, after which the environment returns both a next state and a scalar reward. Over time, the agent collects experiences from which it must learn a policy: a strategy mapping states (or observation histories) to actions that yield the greatest sum of (discounted) future rewards. The simplicity of the loop—**state → action → reward → new state**—belies a deep complexity: how do we evaluate which actions lead to long-term success rather than short-term gain? **MDPs, Bellman Equations, and Value Functions** When the world is fully observed and Markovian, we use Markov Decision Processes (MDPs). A key concept is the value function, which quantifies how good it is to be in a particular state (or to take a particular action in that state). Bellman equations provide a recursive definition of these value functions, and much of RL revolves around efficiently estimating them without knowledge of the underlying environment dynamics. **Model-Free vs. Model-Based Approaches** RL methods fall into two major camps: 1. **Model-Free RL:** Instead of learning an explicit model of the environment’s dynamics, the agent directly learns value functions or policies. Techniques like Q-learning learn a value function that can be used to pick the best action, while actor-critic methods parameterize a policy and directly optimize it, often using gradients (policy gradients). 2. **Model-Based RL:** By first learning a predictive model of the environment’s transitions and rewards, the agent can simulate “imagined” trajectories. This can dramatically improve sample efficiency—crucial in real-world applications where data collection is expensive. Modern model-based RL blends world modeling with policy optimization, often leaning on techniques from optimal control and planning. **Stabilizing RL: Tricks of the Trade** In practice, deep RL—which uses deep neural networks as value approximators or policies—is notoriously unstable. Researchers have developed a range of techniques: target networks, experience replay buffers, prioritized replay, entropy regularization, and distributional value functions. Methods like DQN and its many extensions (e.g., Double DQN, Dueling Networks, Rainbow) and policy gradient variants (PPO, TRPO, SAC) incorporate these stabilizers, steadily pushing the frontier of RL performance. **Exploration-Exploitation and Intrinsic Rewards** A central challenge in RL is the exploration-exploitation tradeoff: should the agent try something new or stick to what it knows works best so far? Simple heuristics like ε-greedy or Boltzmann exploration might suffice in simple domains, but for harder tasks, sophisticated strategies like optimism in the face of uncertainty (UCB), Thompson sampling, or intrinsic motivation can help the agent discover better policies faster. **Offline RL, Hierarchical RL, and General RL** More advanced topics include: - **Offline RL:** Instead of learning by interacting with the world, the agent learns from a fixed dataset of past experiences. This is crucial for safety-critical domains. Novel algorithms manage the inherent distributional shift and lack of exploratory data, ensuring stable and effective policy optimization from logged data. - **Hierarchical RL:** Complex tasks can be simplified by decomposing them into subgoals or “options.” Hierarchical RL methods enable agents to reuse skills and make long-horizon planning easier. Frameworks like Feudal RL and the Options framework let the agent learn structured, layered policies. - **General RL and AIXI:** The ultimate dream is general RL agents that learn about any environment from scratch. Theoretical constructs like AIXI envision agents that do Bayesian reasoning over universal classes of environments. While largely theoretical, they inspire research into truly general and adaptive decision-making systems. **LLMs, World Models, and the Intersection with Foundation Models** Recently, large language models (LLMs) and multimodal foundation models have begun intersecting with RL. LLMs can assist in reward design, generate improved policies (through in-context learning), and act as powerful “brains” that encode world knowledge. Combining RL’s sequential decision-making with the representational power of large pre-trained models could yield more efficient agents and facilitate zero-shot generalization or creative problem-solving. **Conclusions and Future Directions** Reinforcement learning has evolved from simple tabular Q-learning to a rich ecosystem of approaches bridging statistics, control theory, operations research, cognitive science, and now large-scale generative modeling. Despite tremendous progress, challenges remain: reliably handling partial observability, ensuring sample efficiency, overcoming sparse rewards, and generalizing beyond training domains. The interplay between model-based and model-free RL, the rise of offline RL, hierarchical abstractions, and the synergy with large language models all point towards increasingly versatile and intelligent RL agents. The journey is far from over. With RL’s theoretical foundations maturing and new computational techniques emerging, the field is poised to bring us ever closer to agents that learn efficiently, robustly, and safely in complex real-world environments—and perhaps eventually exhibit truly general intelligence.
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no think about how this can be applied to artificial intelligence and write follow ups
Below is a follow-up blog-style piece focusing more explicitly on the interplay between Reinforcement Learning (RL) and broader Artificial Intelligence (AI), as well as suggesting next steps and promising directions. --- **Title:** From Reinforcement Learning to Broad AI: Lessons and Next Steps In the previous post, we explored the landscape of modern Reinforcement Learning (RL)—from fundamental concepts like policies and value functions to advanced methods involving world models, hierarchical structures, offline learning, and even large language models (LLMs). But what does this mean for Artificial Intelligence as a whole? How can these RL methodologies help us inch closer to the broader dream of developing AI systems that collaborate with humans, reason under uncertainty, transfer knowledge across tasks, and operate reliably in open-ended environments? **Bridging RL and General AI** Reinforcement learning is more than just a suite of algorithms for playing Atari games or optimizing robot control. At heart, RL is about sequential decision-making under uncertainty, an essential ingredient of intelligence. General Artificial Intelligence—AI that can adapt to a wide range of tasks and domains—demands agents that can learn from limited experience, reuse prior knowledge, and continually refine their strategies as they face novel challenges. Key aspects discussed in RL research align with these goals: - **Hierarchical and Goal-Conditioned Policies:** Hierarchical RL methods, such as options and feudal RL, help structure tasks into subtasks, letting the agent build libraries of reusable skills. Extending these ideas to complex AI systems, we could imagine agents that form high-level abstractions, plan at multiple time scales, and more easily generalize to new problems. Agents endowed with “skill sets” learned in one environment could leverage them elsewhere, much like humans reuse learned motor skills or reasoning patterns. - **Model-Based Reasoning for Planning and Imagination:** Model-based RL agents learn and internally simulate the world to plan ahead. In a broader AI context, this is akin to deliberative reasoning, where agents imagine possible futures before acting. This could help AI systems become more efficient and cautious—critical for real-world decision-making. By refining these internal “world models,” future AI could reason about complex cause-effect relationships, test hypotheses mentally, and avoid costly errors. - **Offline RL for Safe and Efficient Policy Learning:** Offline RL algorithms that learn from fixed datasets open the door for large-scale “training camps” for AI. Instead of risking costly online interactions (like damaging a robot or serving bad recommendations to users), offline RL would allow an AI system to learn from curated or historical data, refining its strategies safely. This approach mirrors how humans gain wisdom from books, simulations, or stories before taking real-world actions. - **Incorporating Large Language Models and Foundation Models:** The recent trend of blending RL with LLMs hints at more general AI agents. LLMs can store general world knowledge, understand instructions, and provide reasoning steps. RL, on the other hand, fine-tunes decision-making and long-term planning. Combining them could produce agents that read manuals, follow instructions, and continuously improve by interacting with and making sense of the world. Imagine a household robot that not only navigates your home safely (thanks to RL) but also interprets and executes complex instructions (thanks to LLMs), and learns from both modes of operation over time. **Challenges for a More AI-Complete RL** To approach human-like intelligence, RL research must tackle several grand challenges: 1. **Partial Observability and Uncertainty:** Real-world environments are not Markovian—agents never have the full picture. Advanced POMDP models or latent-space world models that integrate uncertainty and memory are crucial. Solving these will help AI agents handle ambiguous, noisy data streams, making robust decisions anyway. 2. **Extensible Knowledge and Lifelong Learning:** Agents need to adapt to changing tasks, remember previously solved problems, and transfer knowledge. Techniques from hierarchical RL, combined with meta-learning and representation learning, aim to give agents these “continual learning” abilities. 3. **Interpretability and Trustworthiness:** As RL becomes a component of AI systems that interact with humans, trust and transparency matter. Understanding why an RL agent makes certain decisions, ensuring it respects safety constraints, and verifying that it doesn’t “cheat” the reward (reward hacking) are active research areas. Combining RL with explainability techniques or using LLMs as “explainers” could yield more interpretable AI. 4. **Scaling Up to Real-World Complexity:** From controlling fleets of autonomous vehicles to managing complex supply chains or personalizing healthcare interventions, RL’s biggest testbeds are outside the lab. Success here requires handling huge state and action spaces, balancing multiple objectives, dealing with scarce or partially incorrect training data, and ensuring policies remain stable and robust. **Follow-Up Directions and Next Steps** 1. **Integration of RL with Foundation Models:** Exploring methods that deeply integrate RL algorithms with LLMs or vision-language models. For example, how can we use an LLM’s reasoning ability to guide exploration or help define better subgoals? 2. **Safe and Aligned RL:** Ensuring the agent’s behavior aligns with human values and doesn’t exploit the given reward function in unintended ways. This might involve assistance games or inverse RL to learn values from human demonstrations, combined with formal safety guarantees from control theory. 3. **Model-Based RL beyond Control:** Scaling model-based RL from low-level control tasks to broader domains like long-term planning in enterprise-level decision-making systems, where data is plentiful offline but real-time deployment is risky. Offline RL for model learning plus online fine-tuning could become standard. 4. **Generalizing across Domains:** Conducting research on representations that enable seamless knowledge transfer from one domain to another, turning RL agents into generalists. This involves building or discovering universal state abstractions, success representations, or self-predictive features that aren’t tied to a single environment. 5. **Human-in-the-Loop RL:** Allowing experts to shape the learning process by providing subgoals, demonstrations, or preference judgments. This can speed up training, ensure safe behavior, and help align the agent’s policy with human objectives. --- **Conclusion:** As RL becomes a backbone technology, integrated with foundation models, inverse RL, hierarchical methods, and safe offline training protocols, we move closer to AI systems that can operate flexibly, learn efficiently, and interact productively with humans. The research directions outlined above—blending planning, meta-learning, interpretability, safety, and multi-modal reasoning—point towards a future where RL isn’t just a niche field of machine learning, but a central pillar that moves us closer to general, reliable, and beneficial AI systems.
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https://danielkliewer.com/2024/12/10/rl https://danielkliewer.com/2024/12/09/pydantic-rag https://danielkliewer.com/2024/12/02/personagen https://danielkliewer.com/2024/12/01/basic-rag -combine all of this into a post that creates a new program that synthesizes all of this
**Title:** Building the Future of AI: A Unified Framework for Reinforcement Learning, Retrieval-Augmented Generation, and Persona Modeling The convergence of advanced technologies in machine learning—Reinforcement Learning (RL), Retrieval-Augmented Generation (RAG), and persona-based contextual modeling—presents a unique opportunity to design a new kind of intelligent system. By synthesizing ideas from these fields, we can create a program that combines strategic decision-making, powerful data retrieval, dynamic adaptability, and personalized interaction. This post outlines a blueprint for such a system and explores its potential applications. --- ### **Core Components of the Unified Framework** 1. **Reinforcement Learning for Dynamic Decision-Making** RL provides the backbone for sequential decision-making and adaptation. With techniques like hierarchical RL and model-based RL, the system can learn to solve complex tasks by breaking them into subtasks and planning through internal simulations. The RL component would manage task execution, evaluate outcomes, and improve strategies through trial and error. 2. **Retrieval-Augmented Generation (RAG) for Knowledge Integration** RAG enhances an AI’s ability to access and synthesize large-scale knowledge. By combining a generative model with a retrieval system, the program can pull in relevant, real-world data to answer queries or make informed decisions. This ensures that the AI operates with up-to-date and contextually relevant information. 3. **Persona Modeling for Human-Centric Interaction** Persona modeling, using tools like Pydantic or other schema validation frameworks, tailors the system’s behavior to align with specific user preferences, psychological traits, and situational contexts. This enables personalized communication and enhances the user experience by making interactions feel human-like and intuitive. 4. **Graph-Based Orchestration for Multi-Agent Collaboration** Inspired by previous explorations into networkx for agent orchestration, the framework employs graph structures to manage interactions between agents (nodes) and tasks/prompts (edges). Each agent specializes in a particular function—retrieving data, generating content, or optimizing actions. The graph structure ensures seamless collaboration and efficient task allocation. --- ### **Proposed System Architecture** #### **1. Data Input Layer** Users provide inputs through natural language queries or predefined prompts. Inputs can also include optional persona parameters, such as desired tone, goals, or psychological traits. #### **2. Knowledge Retrieval Module (RAG Component)** - The system retrieves domain-specific information using a RAG pipeline. - Retrieval sources include APIs, structured databases, and unstructured text repositories. - The module integrates retrieved knowledge into the context for downstream tasks. #### **3. Decision-Making Module (RL Component)** - The RL agent evaluates possible actions based on the provided task. - Leveraging hierarchical RL, the system plans complex strategies by breaking them into subtasks. - Model-based RL ensures the agent predicts outcomes and adapts dynamically. #### **4. Persona-Based Generation Module** - Persona profiles, defined as JSON schemas, guide the system’s response style and behavior. - Pydantic ensures these schemas are validated, enabling precise alignment with user preferences. - The module uses a generative model (e.g., a large language model) fine-tuned with persona data for consistent, human-like outputs. #### **5. Graph Orchestration Layer** - Agents are organized in a graph structure, with specialized nodes for retrieval, generation, and decision-making. - Prompts flow through the edges, and the graph ensures that all components collaborate efficiently to deliver final outputs. #### **6. Output Layer** The system produces a synthesized response, which may include: - Textual explanations or answers. - Action plans generated via RL. - Personalized insights derived from persona modeling. --- ### **Applications of the Unified Framework** #### **1. Research Assistance** - Researchers can input complex, multi-step problems. - The system retrieves relevant literature, plans an investigation using RL, and generates summaries or hypotheses tailored to the researcher’s domain expertise. #### **2. Personalized Learning Systems** - Students interact with a persona-tailored AI tutor. - The system retrieves up-to-date learning material, adapts lesson plans using RL, and communicates in a tone aligned with the student’s learning style. #### **3. Autonomous Business Solutions** - Businesses use the system to optimize workflows. - It retrieves industry trends, plans operational strategies using RL, and interacts with stakeholders in a persona-sensitive manner. #### **4. Creative Writing and Storytelling** - Writers collaborate with the system to generate contextually rich, personalized stories. - RAG enriches the narrative with historical or thematic elements, while persona modeling aligns the story’s tone with the intended audience. #### **5. Human-Centric AI for Mental Health** - Users journal their thoughts, and the system responds with AI-driven insights. - RL ensures long-term growth by tracking user progress, while persona modeling makes feedback empathetic and constructive. --- ### **Example Workflow** **Scenario:** A user wants help creating a marketing strategy for a new product launch. 1. The user describes their product and target audience. 2. The RAG module retrieves market data and customer behavior trends. 3. The RL agent evaluates potential strategies (e.g., social media campaigns, influencer partnerships). 4. The persona module ensures the generated strategy aligns with the user’s preferred tone and brand values. 5. The system outputs a detailed, actionable marketing plan. --- ### **Conclusion: Towards a New Kind of AI** By integrating RL, RAG, persona modeling, and graph-based orchestration, we can design a system capable of adaptive decision-making, personalized interaction, and knowledge synthesis. This unified framework represents a step towards AI systems that are not only intelligent but also deeply human-centric, versatile, and collaborative. As the boundaries between learning, retrieval, and human-AI interaction blur, this approach sets the foundation for a new era of intelligent systems—an era where AI is not just a tool but a partner in problem-solving and creativity. --- Feel free to deploy or iterate on this concept for your projects!
gpt-4o
now write a prompt I can give a better model or a series of prompts to ask in order to generate a complete program that works
Here's a series of well-structured prompts designed to guide a more advanced model toward generating a complete program based on the unified framework described above. Each step builds on the previous to ensure a holistic, functional program. --- ### **Prompt 1: Define the Program’s Architecture** **"Design a program architecture that integrates Reinforcement Learning (RL), Retrieval-Augmented Generation (RAG), persona-based contextual modeling, and graph-based orchestration. Provide:** 1. A detailed description of each module and its responsibilities. 2. How the modules interact. 3. A high-level workflow diagram." --- ### **Prompt 2: Implement the Knowledge Retrieval Module** **"Write Python code for a Retrieval-Augmented Generation (RAG) pipeline. The pipeline should:** 1. Retrieve data from multiple sources, such as APIs, structured databases, or text repositories. 2. Rank the relevance of the retrieved data. 3. Generate a synthesized response using a language model. Provide clear function-level comments and an explanation of the workflow."** --- ### **Prompt 3: Create the RL Decision-Making Component** **"Implement a hierarchical Reinforcement Learning (RL) module in Python. Include:** 1. An agent capable of planning multi-step tasks by breaking them into subtasks. 2. A reward function tailored for adaptive learning in complex scenarios. 3. An explanation of how model-based RL is used to predict outcomes and adjust actions dynamically."** --- ### **Prompt 4: Develop the Persona-Based Interaction Module** **"Write Python code for a persona-based interaction module. The module should:** 1. Use JSON schemas to define user personas (e.g., tone, goals, preferences). 2. Validate personas with Pydantic. 3. Generate context-aware and persona-aligned responses using a fine-tuned language model. Include an example persona and a corresponding response-generation demonstration."** --- ### **Prompt 5: Implement Graph-Based Orchestration** **"Write Python code to orchestrate multi-agent collaboration using a graph structure. Include:** 1. Nodes representing specialized agents (retrieval, generation, decision-making). 2. Edges representing task prompts and their flow between agents. 3. A method to dynamically update the graph as tasks are completed or requirements change. Use the `networkx` library for implementation."** --- ### **Prompt 6: Integrate the Modules** **"Write Python code to integrate the RL module, RAG pipeline, persona-based interaction module, and graph orchestration layer into a cohesive system. Include:** 1. An input handler for user queries or tasks. 2. A controller to coordinate the modules based on the graph structure. 3. An output handler that formats and delivers the final result. Provide a detailed explanation of the integration and ensure modularity."** --- ### **Prompt 7: Test and Demonstrate the Program** **"Create a test suite to demonstrate the functionality of the unified program. Test cases should include:** 1. A complex, multi-step query requiring RL and RAG collaboration. 2. A persona-based interaction demonstrating contextual adaptation. 3. Dynamic graph updates as tasks progress. Provide sample input and output for each test case, ensuring the program behaves as expected."** --- ### **Prompt 8: Optimize and Scale** **"Suggest optimizations for the program to improve performance and scalability. Address:** 1. Efficient data retrieval and processing in the RAG pipeline. 2. Training strategies to enhance RL agent learning. 3. Techniques for managing and updating large persona libraries. Provide code or pseudocode for implementing these optimizations where applicable."** --- ### **Prompt 9: Package the Program** **"Package the program into a deployable application. Include:** 1. A Dockerfile to containerize the application. 2. A `requirements.txt` file for dependencies. 3. Instructions for setting up and running the program locally or on a server. Provide all necessary configuration files and setup instructions."** --- By sequentially following these prompts, the advanced model should be able to generate a complete, functional program that integrates all the desired features.
gpt-4o
Let's start the program
Below is the response to **Prompt 1**, as previously outlined. This provides a high-level architecture for the program that integrates RL, RAG, persona modeling, and graph-based orchestration. Let’s define the modules, their responsibilities, and how they interact, along with a conceptual workflow diagram. --- ### Program Architecture: Unified AI System **Goal:** Create a system that can reason and plan using RL, access external knowledge through RAG, adapt its communication style using persona modeling, and coordinate multiple specialized components via a graph-based orchestration layer. #### Key Modules 1. **Retrieval-Augmented Generation (RAG) Module** - **Responsibility:** - Access external knowledge sources (APIs, knowledge bases, documents). - Retrieve relevant information based on user queries or agent requests. - Integrate retrieved data with a language model to produce contextually rich outputs. - **Interactions:** - Receives high-level requests for additional info from the RL agent or persona module. - Returns synthesized data or textual snippets back to the RL agent or persona module. 2. **Reinforcement Learning (RL) Decision-Making Module** - **Responsibility:** - Plan and execute strategies to accomplish complex tasks. - Use hierarchical RL to break down tasks into subtasks. - Apply model-based RL (via a learned world model) for planning and improved sample efficiency. - **Interactions:** - Consumes knowledge from the RAG module. - Sends action requests (queries or instructions) to the orchestrator. - Adjusts policy based on feedback and rewards from the environment or simulated rollouts. 3. **Persona-Based Interaction Module** - **Responsibility:** - Define user or agent personas using JSON schemas. - Validate persona inputs using Pydantic. - Adapt the style, tone, and type of responses from the language model to match the persona’s requirements. - **Interactions:** - Works closely with the RAG module’s output to ensure final responses align with persona attributes. - Informs the RL agent when certain communicative actions are more in line with user preferences or brand voice. 4. **Graph-Based Orchestration Layer** - **Responsibility:** - Manage multiple specialized agents (nodes) representing different functionalities (e.g., retrieval agent, generation agent, RL policy agent). - Represent tasks and subtasks as edges or labeled transitions in a graph. - Dynamically update the graph as tasks progress and new subtasks are discovered. - **Interactions:** - Orchestrates which agent acts next and how data flows. - Ensures that the RL agent, RAG pipeline, and persona module communicate efficiently. - Monitors completion of subgoals and signals back to the RL agent for policy updates. #### Cross-Module Interactions - **RL ↔ RAG:** The RL module can request external knowledge from the RAG pipeline when needed. The RL agent uses this info to better estimate value functions or select actions. - **RL ↔ Persona Module:** The RL agent’s chosen actions (e.g., responding to a user query) must pass through the persona module to ensure the output respects persona constraints. - **RAG ↔ Persona Module:** After retrieving information, the persona module refines how that information is presented to the user. - **Graph Orchestration Layer (Central Hub):** All communication (RL requests, RAG retrieval calls, persona adjustments) pass through this layer, which decides the next step based on current state and the defined graph structure. --- ### High-Level Workflow Diagram (Conceptual) ``` ┌──────────────────┐ │ User Input │ └─────┬────────────┘ │ ┌───────────────────────┐ │ Graph-Based Orchestrator│ └───────┬─────┬────────┘ │ │ │ │ ┌────▼─┐ │ │ RL │ │ │ Agent │ │ └───┬───┘ │ │ │ │(requests knowledge) │ │(returns knowledge) │ │ ┌────▼─────┐ │ │ RAG Module│ │ └─────┬────┘ │ │(enriched info) │ │ ┌──▼──┐ │ │Persona│ │ │Module │ │ └───┬──┘ │ │(final responses) │ ┌────▼────────┐ │ Final Output │ └─────────────┘ ``` **Explanation:** 1. **User Input** enters the system. The Graph-Based Orchestrator checks the current state and tasks. 2. The RL Agent determines what actions or subgoals are needed, possibly asking the RAG Module for more data. 3. The RAG Module retrieves and synthesizes relevant knowledge. 4. The Persona Module adapts the final response to the user’s persona or brand voice. 5. The Graph Orchestrator ensures that each agent’s outputs and requests are properly routed until the final response is ready. 6. The **Final Output** is delivered back to the user. --- ### Conclusion With this architecture, we have a solid blueprint for a system that blends RL-driven decision-making, retrieval-augmented generation, persona-based customization, and orchestrated collaboration among specialized agents. In subsequent prompts, we can implement each component, integrate them, and refine the system until it can handle complex, human-centric tasks gracefully.
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proceed
Below is the response to **Prompt 2**, which focuses on implementing the Retrieval-Augmented Generation (RAG) pipeline in Python. We'll provide a skeleton of code that can be integrated later. We will: - Include dummy retrieval sources (e.g., a list of documents or a simple API call stub). - Implement a ranking function for relevance. - Connect to a language model placeholder (in practice, you might call a model like GPT-4, but here we’ll simulate with a function). - Document the workflow and explain how it will be integrated with other components later. --- ### Retrieval-Augmented Generation (RAG) Pipeline Code ```python import json from typing import List, Dict, Any # Mock function to represent calling a language model. # In a real integration, this could call an LLM API (e.g., OpenAI, HuggingFace, local model). def language_model_generate(prompt: str) -> str: # Placeholder logic: just echo the prompt for now return f"LANG_MODEL_OUTPUT: {prompt}" class Retriever: """ A mock retriever class that fetches documents from various sources. In a production system, this could: - Query a vector database (FAISS, Chroma) - Hit APIs for up-to-date info - Search a corpus stored locally """ def __init__(self, documents: List[str]): self.documents = documents def retrieve(self, query: str, top_k: int = 3) -> List[str]: # Simple scoring: number of query terms matched # In practice, use embeddings or BM25. query_terms = set(query.lower().split()) scored_docs = [] for doc in self.documents: doc_terms = set(doc.lower().split()) score = len(query_terms.intersection(doc_terms)) scored_docs.append((score, doc)) # Sort by score descending scored_docs.sort(key=lambda x: x[0], reverse=True) return [doc for score, doc in scored_docs[:top_k] if score > 0] class RAGPipeline: """ The RAG pipeline orchestrates: 1. Retrieval from external sources. 2. Combination of retrieved info with the user's query. 3. Generation of a final answer using a language model. """ def __init__(self, retriever: Retriever): self.retriever = retriever def generate(self, user_query: str) -> str: # Step 1: Retrieve documents relevant to the user_query docs = self.retriever.retrieve(user_query, top_k=3) # Step 2: Create a prompt that includes retrieved docs # For better formatting, show them as context. context_prompt = "CONTEXT:\n" + "\n".join([f"- {d}" for d in docs]) + "\n\n" full_prompt = context_prompt + f"USER QUERY: {user_query}\n\n" full_prompt += "Please incorporate the above context when generating your response." # Step 3: Call the language model response = language_model_generate(full_prompt) return response if __name__ == "__main__": # Example usage: documents = [ "The Eiffel Tower is located in Paris.", "Python is a programming language used for machine learning.", "Reinforcement Learning uses rewards and value functions.", "Pydantic helps validate JSON schemas.", "Persona-based models adapt the style of responses.", ] retriever = Retriever(documents=documents) rag = RAGPipeline(retriever) query = "Tell me about reinforcement learning and pydantic." output = rag.generate(query) print("RAG OUTPUT:", output) ``` --- ### Explanation - **Retriever**: We used a simple scoring mechanism (term overlap) to show the concept. In a real system, you might integrate vector similarity search with embeddings, or use a full-text search engine. The retriever returns the top-k documents that match the query. - **RAGPipeline**: - It takes a user query and passes it to the retriever. - It then formats the retrieved documents into a context prompt. - Calls `language_model_generate()` to get a final synthesized answer that includes the retrieved info. - **Mock Language Model**: `language_model_generate()` currently just returns the prompt prefixed with `LANG_MODEL_OUTPUT:`. For a real system, integrate with your chosen LLM API. **Next Steps:** - When integrating with the RL component, the RL agent might request RAG outputs for decision-making. - The persona module can later adapt the final `full_prompt` or the `response` to match persona constraints. - The graph orchestrator will direct when to call this RAG pipeline and how to pass its outputs along the chain. With this code and explanation, we’ve implemented a rudimentary but extensible RAG pipeline suitable for integration with the rest of the system.
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Below is the response to **Prompt 3**, which focuses on implementing a hierarchical Reinforcement Learning (RL) module. We will create a simplified RL framework that can be integrated later. This code will: - Represent a hierarchical RL setting, allowing the agent to define high-level goals and decompose them into subgoals and actions. - Use a model-based approach: we will stub out a “world model” that predicts outcomes of actions. - Show how the RL agent might pick actions to maximize cumulative reward, potentially calling on the RAG module for information or using other heuristics. Note: This is a conceptual demonstration. In a real-world system, you’d rely on established RL libraries (e.g., RLlib, Stable Baselines3) or implement from-scratch with proven algorithms. Here, we show a basic skeleton that can be expanded. --- ### Hierarchical RL Decision-Making Module Code ```python import random from typing import Any, Dict, List, Tuple, Callable class WorldModel: """ A mock model-based world model that: - Predicts next states given (state, action) - Predicts rewards and termination conditions In reality, this could be a learned dynamics model from data or an environment simulator. """ def __init__(self): pass def predict(self, state: Dict[str, Any], action: str) -> Tuple[Dict[str, Any], float, bool]: # Mock dynamics: random transitions and simple reward structure # state could have keys like {'goal': 'some_subgoal', 'steps': n} # action is a string representing what the agent does next next_state = state.copy() next_state['steps'] = next_state.get('steps', 0) + 1 # If action matches some condition, reward = 1 else 0 reward = 1.0 if action == state.get('goal', '') else 0.0 done = next_state['steps'] > 5 # end after 5 steps for demonstration return next_state, reward, done class HierarchicalRLAgent: """ A hierarchical RL agent that: - Operates at 2 levels: High-level goals and Low-level actions. - Uses a model-based approach to plan n steps ahead. - For simplicity, we define a small discrete action space and some subgoals. """ def __init__(self, world_model: WorldModel, action_space: List[str], subgoals: List[str]): self.world_model = world_model self.action_space = action_space self.subgoals = subgoals # A simple policy dictionary or could learn Q-values. # In a real system, Q-values or a neural network would be learned from data. self.value_estimates = {} # (state,subgoal) -> value def plan_subgoals(self, high_level_task: str) -> List[str]: # Decompose a high-level task into subgoals. # Stub logic: just return the subgoals in order. # In reality, you might use RAG or a learned policy to determine these subgoals. return self.subgoals def evaluate_subgoal(self, state: Dict[str, Any], subgoal: str, horizon: int=3) -> float: # Use the world model to simulate outcomes for each action under subgoal. # We'll pick random actions or a simple strategy and estimate a return. best_return = float('-inf') for _ in range(5): # 5 rollouts for approximation cumulative_return = 0.0 sim_state = state.copy() sim_state['goal'] = subgoal for t in range(horizon): # Simple policy: pick an action that matches the goal half the time if random.random() < 0.5: action = subgoal if subgoal in self.action_space else random.choice(self.action_space) else: action = random.choice(self.action_space) sim_state, reward, done = self.world_model.predict(sim_state, action) cumulative_return += reward if done: break if cumulative_return > best_return: best_return = cumulative_return return best_return def pick_subgoal(self, state: Dict[str, Any]) -> str: # Evaluate each candidate subgoal using the world model and pick the best. best_sg = None best_val = float('-inf') for sg in self.subgoals: val = self.evaluate_subgoal(state, sg) if val > best_val: best_val = val best_sg = sg return best_sg def pick_action(self, state: Dict[str, Any]) -> str: # Once a subgoal is chosen, pick an action that best achieves it. # Here we just pick the subgoal as the action if possible, else random. # A real method would do policy optimization or Q-learning. sg = state.get('goal', '') if sg in self.action_space: return sg return random.choice(self.action_space) def execute_task(self, high_level_task: str) -> float: # High-level: Decompose into subgoals, then for each subgoal run policy until done. subgoals = self.plan_subgoals(high_level_task) total_return = 0.0 current_state = {'task': high_level_task, 'steps': 0} for sg in subgoals: current_state['goal'] = sg done = False while not done and current_state['steps'] < 20: # limit steps action = self.pick_action(current_state) current_state, reward, done = self.world_model.predict(current_state, action) total_return += reward return total_return if __name__ == "__main__": # Example usage actions = ["gather_data", "process_info", "finalize", "report"] subgoals = ["gather_data", "finalize"] wm = WorldModel() agent = HierarchicalRLAgent(wm, actions, subgoals) task = "Complete a research report" ret = agent.execute_task(task) print("Total return from executing task:", ret) ``` --- ### Explanation - **WorldModel:** We created a mock world model that simulates transitions and rewards. In a real scenario, this might be learned from historical data, or be a given simulation model. - **HierarchicalRLAgent:** - **plan_subgoals:** A stub method that would be replaced by a more sophisticated planner, possibly calling the RAG pipeline for suggestions. - **evaluate_subgoal:** Simulates action sequences and picks the best possible actions to estimate value. In a real scenario, this might involve Q-learning or policy gradients to learn a value function. - **pick_subgoal:** Uses evaluate_subgoal to pick the best subgoal. - **pick_action:** Chooses actions given a current subgoal. Here we keep it simple, but a real system might do a proper RL update (e.g., from stored transitions). - **execute_task:** High-level routine that decomposes a task into subgoals, executes each subgoal by simulating steps until done, and accumulates rewards. In a full implementation: - The agent would interact with an environment or a learned dynamics model. - The RL training loop would be separate, updating policies or value functions over time. - Integration with RAG and persona modules: The RL agent might, before picking a subgoal, call the RAG module to gain context (e.g., what’s the best approach?). The persona module could guide how instructions are generated or how user-facing actions are chosen. For now, this code establishes a rudimentary RL framework to be integrated with the previously created RAG pipeline and future persona and orchestration layers.
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Below is the response to **Prompt 4**, which focuses on implementing the persona-based interaction module. We will: - Use Pydantic to validate persona definitions defined in JSON schemas. - Demonstrate how a persona configuration might affect the final style of responses. - Show how the persona module could integrate with the existing language model function (from the RAG pipeline) to produce persona-aligned outputs. - Include an example persona and a test demonstration. Note: This code will be a framework and stub. In a real system, you might store personas in a database, or adapt prompts more extensively based on persona attributes. --- ### Persona-Based Interaction Module Code ```python from pydantic import BaseModel, Field, ValidationError from typing import Dict, Any, Optional import json # We reuse the language_model_generate function from the previous code. def language_model_generate(prompt: str) -> str: # This was a mock-up in previous code. Here it remains a placeholder. # A real system would call an LLM API. return f"LANG_MODEL_OUTPUT: {prompt}" class Persona(BaseModel): name: str = Field(..., description="Name of the persona") tone: str = Field(..., description="General tone: e.g. 'friendly', 'formal', 'technical'") goal: Optional[str] = Field(None, description="Primary goal or style preference") style_hints: Optional[Dict[str, Any]] = Field(None, description="Additional stylistic instructions") class PersonaModule: """ The persona module applies persona constraints to responses. It: - Validates persona JSON using Pydantic. - Adjusts prompts or post-processes model outputs to match persona style. """ def __init__(self): self.current_persona: Optional[Persona] = None def load_persona_from_json(self, persona_json_str: str) -> None: try: data = json.loads(persona_json_str) persona = Persona(**data) self.current_persona = persona except (json.JSONDecodeError, ValidationError) as e: raise ValueError(f"Invalid persona configuration: {e}") def apply_persona(self, context: str, user_query: str) -> str: if self.current_persona is None: # No persona, just return straightforward prompt full_prompt = f"CONTEXT:\n{context}\n\nUSER QUERY: {user_query}\n\nPlease answer directly." return language_model_generate(full_prompt) # Construct a persona-aware prompt persona = self.current_persona # Add persona details to the prompt persona_intro = f"Persona '{persona.name}': Tone={persona.tone}" if persona.goal: persona_intro += f", Goal={persona.goal}" if persona.style_hints: # Merge style hints into prompt hints = "\n".join([f"{k}: {v}" for k,v in persona.style_hints.items()]) persona_intro += f"\nStyle hints:\n{hints}" full_prompt = (f"{persona_intro}\n\n" f"CONTEXT:\n{context}\n\n" f"USER QUERY: {user_query}\n\n" f"Please respond in a manner consistent with the persona described above.") response = language_model_generate(full_prompt) # If needed, we could post-process 'response' to further refine style, # but here we trust the language model to follow instructions. return response if __name__ == "__main__": # Example usage: persona_json = """ { "name": "Ava", "tone": "friendly", "goal": "Encourage and reassure user", "style_hints": { "verbosity": "high", "use_emoji": "smile" } } """ persona_module = PersonaModule() persona_module.load_persona_from_json(persona_json) context = "- Python is used for ML\n- Pydantic validates data\n" user_query = "How should I structure my ML project?" response = persona_module.apply_persona(context, user_query) print("Persona-Adapted Response:", response) ``` --- ### Explanation - **Persona Model:** Defines the schema for a persona using Pydantic. Persona attributes include `tone`, `goal`, and `style_hints`. - **PersonaModule:** - `load_persona_from_json`: Validates the persona configuration and loads it into the module. - `apply_persona`: Takes a context and user query, then creates a prompt enriched with persona details. The prompt includes instructions derived from persona attributes, such as tone and style hints. - **Integration with the Language Model:** - The language_model_generate function is a placeholder. In a real setup, you’d call your chosen LLM API. - The persona module effectively alters the input prompt to the language model so that the final output respects the persona’s constraints. - **Testing with Example Persona:** - We define a persona named "Ava" with a friendly tone and a goal to encourage and reassure the user. It also has style hints, like “verbosity=high” and “use_emoji=smile”. - The output from `apply_persona` includes the persona details in the prompt, guiding the language model to respond accordingly. When integrated with RAG and RL: - The RAG module can supply context retrieved from external sources. - The RL module decides what to request or how to respond strategically. - The persona module ensures that any final user-facing text is adapted to the chosen persona’s style and constraints. This sets the stage for seamless integration of personas into the unified system.
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Below is the response to **Prompt 5**, which focuses on implementing a graph-based orchestration mechanism. This will allow multiple specialized modules (e.g., RL, RAG, persona) to be represented as nodes in a directed graph, with edges representing possible transitions of control and data flow. We will: - Use `networkx` to represent a graph of agents. - Each node will represent a specialized component (like RL agent, RAG pipeline, persona module). - Edges will represent “prompts” or “requests” that instruct which agent to call next. - The orchestrator will allow dynamic reconfiguration of the graph. Note: This is a conceptual scaffold. In a real system, policies for updating the graph or selecting edges would be defined more rigorously. The code below gives a starting point and demonstration. --- ### Graph-Based Orchestration Layer Code ```python import networkx as nx from typing import Dict, Any, List, Optional, Callable class AgentNode: """ Represents a node in the orchestration graph. Each node wraps a "run" method that takes inputs (context, state) and returns outputs. """ def __init__(self, name: str, run_method: Callable[[Dict[str,Any]], Dict[str,Any]]): self.name = name self.run_method = run_method def run(self, state: Dict[str, Any]) -> Dict[str, Any]: return self.run_method(state) class GraphOrchestrator: """ The orchestrator maintains a directed graph of AgentNodes. Edges represent possible transitions. We'll store a "current node" and allow transitions based on node outputs or policies. """ def __init__(self): self.graph = nx.DiGraph() self.current_node: Optional[str] = None def add_agent_node(self, agent: AgentNode): self.graph.add_node(agent.name, agent=agent) def add_edge(self, from_node: str, to_node: str, condition: Optional[Callable[[Dict[str,Any]], bool]]=None): # Store a condition on the edge that determines if we can go from from_node to to_node # condition is a function that takes the state and returns bool. # If None, we always can use this edge. self.graph.add_edge(from_node, to_node, condition=condition) def set_start_node(self, node_name: str): self.current_node = node_name def step(self, state: Dict[str, Any]) -> Dict[str, Any]: if self.current_node is None: raise ValueError("No current node set for the orchestrator.") # Run the current node's agent agent = self.graph.nodes[self.current_node]['agent'] output_state = agent.run(state) # Attempt to move to next node based on conditions out_edges = list(self.graph.out_edges(self.current_node, data=True)) for u, v, data in out_edges: cond = data.get('condition', None) if cond is None or cond(output_state): # Move to v self.current_node = v break return output_state if __name__ == "__main__": # Mock agents def rag_agent_run(state: Dict[str,Any]) -> Dict[str,Any]: # Suppose this agent fetches some context and updates state # Just a demo: Append 'RAG_DONE' to state['log'] log = state.get('log', []) log.append("RAG_DONE") state['log'] = log # Maybe produce a 'rag_output' state['rag_output'] = "Some retrieved info" return state def rl_agent_run(state: Dict[str,Any]) -> Dict[str,Any]: # The RL agent may pick a subgoal log = state.get('log', []) log.append("RL_PICKED_SUBGOAL") state['log'] = log state['subgoal'] = "finalize" # Just a fixed choice return state def persona_agent_run(state: Dict[str,Any]) -> Dict[str,Any]: # Persona module adapts the final output log = state.get('log', []) log.append("PERSONA_APPLIED") state['log'] = log # Suppose we have final output now state['final_output'] = f"Adapted answer with persona, subgoal={state.get('subgoal','N/A')}, rag={state.get('rag_output','N/A')}" return state # Create agent nodes rag_node = AgentNode("RAG", rag_agent_run) rl_node = AgentNode("RL", rl_agent_run) persona_node = AgentNode("Persona", persona_agent_run) # Build graph orchestrator = GraphOrchestrator() orchestrator.add_agent_node(rag_node) orchestrator.add_agent_node(rl_node) orchestrator.add_agent_node(persona_node) # Conditions for transitions could be defined. Here we just chain them linearly: orchestrator.add_edge("RAG", "RL", condition=None) orchestrator.add_edge("RL", "Persona", condition=None) # No outgoing edges from Persona, it's final. orchestrator.set_start_node("RAG") # Run a small demonstration: state = {"log": []} # Step 1: run RAG state = orchestrator.step(state) print("After RAG:", state) # Step 2: run RL state = orchestrator.step(state) print("After RL:", state) # Step 3: run Persona state = orchestrator.step(state) print("After Persona:", state) ``` --- ### Explanation - **AgentNode**: Wraps a component’s `run` method, which takes and returns a state dict. - **GraphOrchestrator**: - Holds a DiGraph (from `networkx`) of nodes (agents) and edges. - Each edge can have a condition function; if it returns True given the state after the current node runs, we proceed along that edge. - `step()` runs the current node’s agent and tries to move to the next node based on conditions. - **Demonstration**: - We define three agents: RAG, RL, and Persona. - They run in sequence: RAG → RL → Persona. - Each appends to a `log` in `state`, and the final `Persona` node creates a `final_output`. When integrated with the previously defined modules: - You could pass the RL agent’s real policy update method or the RAG pipeline’s `generate` method as `run_method`. - The persona’s `apply_persona` method can be invoked similarly. - The orchestrator decides the order of execution, e.g., RL chooses to call RAG if it needs info, or persona finalizes after RL completes subgoals. The next steps will be to integrate this orchestrator with the previously implemented modules (RAG, RL, Persona), and eventually adapt conditions dynamically.
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Below is the response to **Prompt 6**, where we summarize and integrate all previously introduced components (RAG pipeline, RL, Persona module, and Orchestrator) into a single conceptual framework. We will show how one might tie them together in a main script that: - Loads or creates personas. - Runs a RAG retrieval call. - Invokes the RL logic to determine subgoals or actions. - Applies persona constraints to the final answer. - Uses the orchestrator to manage the flow among modules. Note: This is still a high-level integration example. In a real system, you’d refine the interfaces, ensure consistent data flow, and handle asynchronous calls or error conditions. Since we have limited space and this is a conceptual demonstration, we will assume each part works as previously discussed. --- ### Integrated Example ```python import json from typing import Dict, Any # We assume these classes and functions are imported from previous code: # - language_model_generate (from RAG pipeline code stub) # - Retriever, RAGPipeline (RAG code) # - HierarchicalRLAgent, WorldModel (RL code) # - Persona, PersonaModule (Persona code) # - AgentNode, GraphOrchestrator (Orchestrator code) # Mock previously defined functions/classes due to this being a conceptual snippet. # In a real scenario, we'd do: from rag_code import RAGPipeline, ... etc. def language_model_generate(prompt: str) -> str: return f"LANG_MODEL_OUTPUT: {prompt}" class Retriever: def __init__(self, documents): self.documents = documents def retrieve(self, query, top_k=3): return [d for d in self.documents if query.lower() in d.lower()][:top_k] class RAGPipeline: def __init__(self, retriever): self.retriever = retriever def generate(self, user_query: str) -> str: docs = self.retriever.retrieve(user_query) context_prompt = "CONTEXT:\n" + "\n".join([f"- {d}" for d in docs]) + "\n\n" full_prompt = context_prompt + f"USER QUERY: {user_query}\n\nPlease incorporate the above context." return language_model_generate(full_prompt) class WorldModel: def predict(self, state: Dict[str,Any], action:str): nxt = state.copy() nxt['steps'] = nxt.get('steps',0)+1 reward = 1.0 if action == nxt.get('goal','') else 0.0 done = nxt['steps']>5 return nxt,reward,done class HierarchicalRLAgent: def __init__(self, world_model, action_space, subgoals): self.world_model = world_model self.action_space = action_space self.subgoals = subgoals def execute_task(self, task:str): # Just returns a subgoal for demonstration return "finalize" class Persona: def __init__(self, name, tone, goal=None, style_hints=None): self.name = name self.tone = tone self.goal = goal self.style_hints = style_hints class PersonaModule: def __init__(self): self.current_persona = None def load_persona_from_json(self, persona_json_str:str): data = json.loads(persona_json_str) self.current_persona = Persona(**data) def apply_persona(self, context:str, user_query:str, base_response:str): # Simplified: prepend persona info persona = self.current_persona persona_info = f"Persona '{persona.name}' with tone={persona.tone}.\n" return persona_info + base_response class AgentNode: def __init__(self, name, run_method): self.name=name self.run_method=run_method def run(self, state:Dict[str,Any]): return self.run_method(state) class GraphOrchestrator: def __init__(self): import networkx as nx self.graph = nx.DiGraph() self.current_node = None def add_agent_node(self, agent:AgentNode): self.graph.add_node(agent.name, agent=agent) def add_edge(self, from_node, to_node, condition=None): self.graph.add_edge(from_node,to_node,condition=condition) def set_start_node(self, n): self.current_node = n def step(self, state:Dict[str,Any]): agent=self.graph.nodes[self.current_node]['agent'] out=agent.run(state) # move if can out_edges = list(self.graph.out_edges(self.current_node, data=True)) for u,v,d in out_edges: cond=d.get('condition',None) if cond is None or cond(out): self.current_node=v break return out if __name__ == "__main__": # Setup persona persona_json = """ { "name": "Ava", "tone": "friendly", "goal": "Encourage and reassure user", "style_hints": {"verbosity":"high","use_emoji":"smile"} } """ persona_module = PersonaModule() persona_module.load_persona_from_json(persona_json) # Setup RAG documents = [ "Reinforcement learning uses rewards and actions.", "Pydantic validates schemas.", "Contextual bandits are a simplified RL scenario." ] retriever = Retriever(documents) rag = RAGPipeline(retriever) # Setup RL wm = WorldModel() rl_agent = HierarchicalRLAgent(wm, ["gather_data","finalize","report"], ["gather_data","finalize"]) # Define run methods for each agent node for integration def rag_run(state): user_query = state.get('user_query','') rag_output = rag.generate(user_query) state['rag_output']=rag_output return state def rl_run(state): # RL decides a subgoal based on the final task task = state.get('task','') chosen_subgoal = rl_agent.execute_task(task) state['subgoal'] = chosen_subgoal return state def persona_run(state): # Persona final formatting user_query= state.get('user_query','') rag_output = state.get('rag_output','') subgoal = state.get('subgoal','') # Combine all to form a base_response: base_response = f"Based on RAG: {rag_output}\nRL subgoal: {subgoal}\nFinal answer: Here's what I recommend..." final_answer = persona_module.apply_persona("", user_query, base_response) state['final_answer'] = final_answer return state # Setup orchestrator graph orchestrator = GraphOrchestrator() rag_node = AgentNode("RAG", rag_run) rl_node = AgentNode("RL", rl_run) persona_node = AgentNode("Persona", persona_run) orchestrator.add_agent_node(rag_node) orchestrator.add_agent_node(rl_node) orchestrator.add_agent_node(persona_node) orchestrator.add_edge("RAG","RL") orchestrator.add_edge("RL","Persona") orchestrator.set_start_node("RAG") # Initial state: # Imagine user asks: "How to structure my RL project?" state = { "task":"Help user with RL project", "user_query":"How to structure my RL project?" } # Run orchestrator steps # Step 1: RAG state = orchestrator.step(state) # Step 2: RL state = orchestrator.step(state) # Step 3: Persona state = orchestrator.step(state) print("FINAL ANSWER:\n", state.get('final_answer')) ``` --- ### Explanation 1. **Persona**: Loaded from JSON and used by the persona module to shape final answers. 2. **RAG**: Retrieves context and appends `rag_output` to the state. 3. **RL**: Chooses a subgoal and appends `subgoal` to the state. 4. **Persona**: Applies styling and persona tone to the final answer. 5. **Orchestrator**: Manages execution order: `RAG → RL → Persona`. When you run this integrated script, it simulates a pipeline: the user’s query first triggers retrieval, then RL decides on a subgoal, and finally the persona module refines the answer’s tone. The `final_answer` in `state` is the final integrated output. This completes the demonstration of how all pieces can fit together.
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Below is the response to **Prompt 7**, where we discuss and imagine possible follow-ups, improvements, and applications of the integrated system described so far. Since the user said "proceed," we assume they want more reflection or future directions, rather than additional code. We will provide a narrative about how this integrated pipeline (RAG, RL, Persona, Orchestrator) could evolve and be applied in real-world AI applications. --- ### Future Directions and Follow-Ups We have described a conceptual system that brings together several components into a single integrated pipeline: 1. **RAG (Retrieval Augmented Generation)**: Enhances the language model’s context with external documents. 2. **RL (Reinforcement Learning)**: Guides policy improvements, planning with subgoals, and strategic decision making. 3. **Persona Module**: Adapts outputs to a desired style, tone, or role, enabling more personalized or brand-consistent responses. 4. **Orchestrator (Graph-based)**: A flexible control structure that can dynamically reorder or select modules based on conditions. This integrated framework opens up several avenues for development, research, and deployment: - **More sophisticated RL training**: Instead of just picking a fixed subgoal, we could integrate a full RL loop that continually refines its policy based on user feedback or success at satisfying user requests. This involves learning value functions and policies offline and online, and incorporating model-based RL methods (like planning with world models) for improved efficiency. - **Scalable RAG with online updates**: Currently, we defined a static retriever and set of documents. In production, you might expand this to a vector database that stores hundreds of thousands of documents. The RAG module would then incorporate embeddings, ranking scores, and possibly incorporate user profiles or historical queries to deliver more relevant context. - **Advanced persona representations**: The persona module can be extended to handle complex instructions and style guidelines. For example, integrating a learning mechanism so that persona definitions are learned from examples of “ideal responses” or by in-context adaptation. The persona system could also integrate with content policy modules to ensure outputs respect guidelines and constraints. - **Conditional branching and richer orchestrator conditions**: The orchestrator’s conditions can be made more intelligent. Instead of simple conditions, we could integrate a classifier or a small model to determine whether the agent should consult RL again, fetch more context from RAG, or finalize the persona-based answer. This would start to resemble a policy over policies (a meta-policy) or a hierarchical planning setup at the system orchestration level. - **Integration with tools and APIs**: Beyond just text retrieval, the orchestrator could integrate tool calls, for example using the RL module’s decisions to trigger calls to external APIs (like a database lookup or a code execution environment). The persona module would ensure the responses about these results remain consistent in tone and style. - **Active learning and continual improvement**: Over time, the system could incorporate feedback loops where user interactions and feedback signals are logged and used to improve the RL policy, update the retriever’s index, or refine persona definitions. This allows for a continually improving AI assistant that tailors itself to the domain, the user base, and the tasks at hand. - **Safety and interpretability**: By structuring the entire reasoning pipeline into modular nodes (RAG → RL → Persona), we can inspect intermediate steps. RAG’s retrieved documents, RL’s chosen subgoal, and Persona’s final modifications are all interpretable. This increases transparency and makes it easier to debug or ensure policy compliance. ### Example Applications - **Enterprise Q&A Assistant**: A company-wide assistant where RAG fetches internal documents (policies, wikis), RL decides if we need to clarify or break down user queries into sub-questions, and Persona ensures the final answer reflects the brand’s tone. - **Educational Tutor**: The RL module could adapt teaching strategies based on how well the user’s previous questions were answered or how the user responds. RAG would fetch relevant educational content. Personas could represent different teaching styles (supportive, Socratic, etc.). - **Customer Support Chatbot**: The persona ensures a consistent, friendly brand voice. RAG retrieves product FAQs or policy documents. RL strategies handle complex multi-step questions, deciding if more context is needed before providing a final solution. The orchestrator ensures the correct sequence of retrieval, reasoning, and persona application. ### Conclusion This integrated system is a starting point for complex AI orchestration frameworks. By combining retrieval, planning (via RL), stylistic adaptation (via persona), and a flexible control graph, we move towards AI agents that are both capable and personalized. Future expansions would refine each module, improve modularity, support more complex decisions, and allow for dynamic adaptation over time. --- This completes the conceptual follow-up to the integrated code demonstrations, outlining how this approach can be extended and improved.
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Below are some suggestions for next steps you can take to move the prototype towards a more robust, production-ready system. We will outline practical improvements and implementation details that you could consider if you are trying to build on the conceptual ideas presented so far. ### Practical Next Steps for a More Robust System 1. **Stable APIs and Modularization**: - **Goal**: Improve code maintainability and extensibility. - **Approach**: - Encapsulate each module (RAG, RL, Persona, Orchestrator) into its own Python package or module directory, with clear interfaces defined via abstract base classes or well-documented function signatures. - Use dependency injection, so that the orchestrator can easily substitute different RL agents or retrievers without changing the orchestrator’s code. - **Benefit**: Easier to test, debug, and scale each component independently. 2. **Improved Retriever and Vector Databases**: - **Goal**: Achieve more scalable and accurate retrieval from large corpora. - **Approach**: - Integrate a vector database solution like FAISS, Milvus, or Chroma to store and retrieve document embeddings. - Implement an embedding pipeline (e.g., using a sentence transformer) to preprocess documents and store them as vectors. - Enhance the retriever to perform semantic search rather than relying on simple keyword matching. - **Benefit**: More relevant context, better grounding of the final responses in up-to-date and domain-specific knowledge. 3. **More Advanced RL Integration**: - **Goal**: Turn the RL component into a truly learning-based decision-maker. - **Approach**: - Implement a real RL training loop: define a reward function based on user satisfaction or metrics like answer correctness or helpfulness. - Use offline RL methods to initialize policies from demonstration data (e.g., from a dataset of good question-answer pairs). - Continuously improve the RL agent as it interacts with users (assuming a simulation or offline batch data). - **Benefit**: Over time, the RL agent can learn better high-level strategies such as when to request more context from RAG, when to delegate to a persona with a different style, or how to adapt its internal subgoals. 4. **Dynamic Persona Adaptation**: - **Goal**: Make persona not just a static prompt but something that can dynamically adapt. - **Approach**: - Implement a feedback loop where user ratings influence persona adjustments. - Store persona definitions in a config file or database and enable hot-swapping personas or blending multiple personas for different contexts. - **Benefit**: The system can become more user-centric, adjusting style and tone based on preference signals or user profiles. 5. **Extend the Orchestrator with Learning Policies**: - **Goal**: The orchestrator could become a meta-RL agent. - **Approach**: - Treat each node (RAG, RL, Persona) as a skill, and the orchestrator as a high-level policy that decides which skill to invoke. - Define a reinforcement learning problem at the orchestration level: the state is the conversation context, the actions are “which node to run next,” and the reward comes from user feedback or completion success. - Over time, the orchestrator learns optimal sequences: for certain queries, it might call RL twice or skip persona if not needed. - **Benefit**: The system automates the pipeline configuration, optimizing for efficiency and user satisfaction. 6. **Error Handling and Logging**: - **Goal**: Increase reliability. - **Approach**: - Add try/except blocks around external calls (like language_model_generate or retriever) and fallback strategies if something fails. - Implement logging at each stage to trace requests, responses, and decisions for debugging. - **Benefit**: Production readiness and easier troubleshooting. 7. **Security and Policy Compliance**: - **Goal**: Ensure the system respects constraints, like content moderation or user data privacy. - **Approach**: - Integrate a moderation layer before producing the final persona-adapted answer. - If certain retrieved documents or RL-chosen subgoals violate policies, prune them or revise the response. - **Benefit**: Safer and more trustworthy system suitable for real-world enterprise or consumer deployments. 8. **Testing and Evaluation**: - **Goal**: Ensure system quality. - **Approach**: - Unit tests for each module: e.g. test that RAG returns appropriate documents. - Integration tests with mocked LLM responses to ensure orchestrator paths are correct. - User acceptance tests or online A/B testing for persona effectiveness. - **Benefit**: Improved reliability and incremental quality improvements. ### Example of a Deployment Scenario Imagine you are building a domain-specific assistant for a software developer community: - **RAG**: Indexed local documentation, GitHub repositories, and API references. - **RL**: Learns to decide if it needs more code snippets from RAG or if it should just finalize the answer. Over time, it learns that certain user queries (like “How do I fix this bug?”) almost always benefit from more code context, so it consistently uses RAG first. - **Persona**: You define multiple personas: a “friendly mentor” persona and a “concise expert” persona. Depending on user preference (maybe a toggle in the UI), the final answer is shaped accordingly. - **Orchestrator**: Initially starts with a linear pipeline RAG → RL → Persona. Through improvements, it might become conditional: RL checks if retrieval is needed; if not needed, skip RAG; if user sets persona to “off”, skip persona node. As usage grows, you refine embeddings, add learning-based orchestration, and incorporate user feedback. Gradually, the system becomes more robust, quicker to respond, and more aligned with user preferences. ### Conclusion The steps above represent a roadmap from a conceptual demonstration to a robust AI system. Implementing them could turn the integrated pipeline into a powerful, production-ready tool, capable of contextually grounded answers, strategic decisions, personalized tone, and flexible control flow. Each step builds on the conceptual framework provided and pushes towards a system that is not just a demo, but a valuable, evolving assistant.
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