/Reinforcement-Learning

Markov Decision Processes, Reinforcement Learning, Classification

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Reinforcement-Learning

Markov Decision Processes, Reinforcement Learning, Classification

Assignment link: http://www.cs.illinois.edu/~slazebni/fall13/assignment4.html

Report and Results: https://docs.google.com/file/d/0B8lj5fg3SeuYeXhWaUJTUUlEcGc/edit

Description:

Map: http://www.cs.illinois.edu/~slazebni/fall13/assignment4/maze1.png

As in the textbook, the transition model is as follows: the intended outcome occurs with probability 0.8, and with probability 0.1 the agent moves at either right angle to the intended direction. If the move would make the agent walk into a wall, the agent stays in the same place as before. The rewards for the non-terminal states are -0.04.

1. Assuming the known transition model and reward function listed above, 
find the optimal policy and the utilities of all the states using value iteration or policy iteration. 
Display the optimal policy and the utilities of all the states, and plot utility estimates as a 
function of the number of iterations as in Figure 17.5(a) in the second edition of the textbook 
(for value iteration, you should need no more than 50 iterations to get convergence). 
In this question and the next one, use a discount factor of 0.99. 
Here are some reference utility values (computed with a different discount factor) 
to help you get an idea if the trend of your answers is correct. 

2. Now consider the reinforcement learning scenario in which the transition model 
and the reward function are unknown to the agent, but the agent can observe the outcome 
of its actions and the reward received in any state. (In the implementation, this means that 
the successor states and rewards will be given to the agent by some black-box functions whose 
parameters the agent doesn't have access to.) 
Use TD Q-learning, as in Section 21.3 and this lecture, to learn an action-utility function. 
Experiment with different parameters for the exploration function f as defined in Section 21.3 
and in the slides, and report which choice works the best. 
For the learning rate function, start with alpha(t) = 60/(59+t), 
and play around with the numbers to get the best behavior.

In the report, display the learned policy and plot utility estimates and their RMS error as a function of the number of trials (you will probably need several thousand), as in Figure 21.7. RMS stands for root mean squared error:

where U'(s) is the estimated utility of state s, U(s) is the "true" utility as determined by value iteration, and N is the number of states.

Now repeat items 1 and 2 above for the same map, only with the reward of the bottom right state changed to +10.
Here, it is sufficient to simply display the learned policies (no need for any of the other plots requested above).
How do these policies differ from the ones for the original map and why?