Showing posts with label Reinforcement learning. Show all posts
Showing posts with label Reinforcement learning. Show all posts

Saturday, January 11, 2014

Reinforcement learning:
In reinforcement learning a teacher is available, but the teacher instead of directly providing the desired action corresponding to a perception, return reward and punishment to the learner for its action corresponding to a perception.

Examples include a robot in a unknown terrain where its get a punishment when its hits
an obstacle and reward when it moves smoothly.

In order to design a learning system the designer has to make the following choices
based on the application.

Active Reinforcement learning:

Here not only a teacher is available, the learner has the freedom to ask
the teacher for suitable perception-action example pairs which will help the learner to
improve its performance.
Consider a news recommender system which tries to learn an users preferences and categorize news articles as interesting or uninteresting to the user.
The system may present a particular article (of which it is not sure) to the user and ask
whether it is interesting or not.

Passive Reinforcement learning:

By instantiating subsets of the variables, we can break loops in the graph. Unfortunately, when the cutset is large, this is very slow. By instantiating only a subset of values of the cutset, we can compute lower bounds on the probabilities of interest. Alternatively, we can sample the cutsets jointly, a technique known as block Gibbs sampling.

Generalization in Reinforcement Learning
Example to generalize Reinforcement Learning

Training Examples:

D : The set of training examples.
D is a set of pairs { (x,c(x)) }, where c is the target concept. c is a subset of the universe
of discourse or the set of all possible instances.

Example of D:
((red,small,round,humid,low,smooth), poisonous)
((red,small,elongated,humid,low,smooth), poisonous)
((gray,large,elongated,humid,low,rough), not-poisonous)
((red,small,elongated,humid,high,rough), poisonous)

Hypothesis Representation
Any hypothesis h is a function from X to Y h: X   Y
We will explore the space of conjunctions.

Special symbols:
  ? Any value is acceptable
  0 no value is acceptable

Consider the following hypotheses:
(?,?,?,?,?,?): all mushrooms are poisonous
(0,0,0,0,0,0): no mushroom is poisonous

Hypotheses Space:
The space of all hypotheses is represented by H
Let h be a hypothesis in H.
Let X be an example of a mushroom.

if h(X) = 1 then X is poisonous, otherwise X is not-poisonous
Our goal is to find the hypothesis, h*, that is very “close” to target concept c.
A hypothesis is said to “cover” those examples it classifies as positive.


Forms of Learning
Several classification of learning systems are possible based on the above components as
follows:
Goal/Task/Target Function:
Prediction: To predict the desired output for a given input based on previous input/output
pairs. E.g., to predict the value of a stock given other inputs like market index, interest
rates etc.
Categorization: To classify an object into one of several categories based on features of
the object. E.g., a robotic vision system to categorize a machine part into one of the
categories, spanner, hammer etc based on the parts’ dimension and shape.
Clustering: To organize a group of objects into homogeneous segments. E.g., a satellite
image analysis system which groups land areas into forest, urban and water body, for
better utilization of natural resources.
Planning: To generate an optimal sequence of actions to solve a particular problem. E.g.,
an Unmanned Air Vehicle which plans its path to obtain a set of pictures and avoid
enemy anti-aircraft guns.
Models:
• Propositional and FOL rules
• Decision trees
• Linear separators
• Neural networks
• Graphical models
• Temporal models like hidden Markov models
Learning Rules:
Learning rules are often tied up with the model of learning used. Some common rules are
gradient descent, least square error, expectation maximization and margin maximization.
Version 1 CSE IIT, Kharagpur
Experiences:
Learning algorithms use experiences in the form of perceptions or perception action pairs
to improve their performance. The nature of experiences available varies with
applications. Some common situations are described below.

Supervised learning: In supervised learning a teacher or oracle is available which
provides the desired action corresponding to a perception. A set of perception action pair
provides what is called a training set. Examples include an automated vehicle where a set
of vision inputs and the corresponding steering actions are available to the learner.

Unsupervised learning: In unsupervised learning no teacher is available. The learner only
discovers persistent patterns in the data consisting of a collection of perceptions. This is
also called exploratory learning. Finding out malicious network attacks from a sequence
of anomalous data packets is an example of unsupervised learning.

Active learning: Here not only a teacher is available, the learner has the freedom to ask
the teacher for suitable perception-action example pairs which will help the learner to
improve its performance. Consider a news recommender system which tries to learn an
users preferences and categorize news articles as interesting or uninteresting to the user.
The system may present a particular article (of which it is not sure) to the user and ask
whether it is interesting or not.

Reinforcement learning: In reinforcement learning a teacher is available, but the teacher
instead of directly providing the desired action corresponding to a perception, return
reward and punishment to the learner for its action corresponding to a perception.
Examples include a robot in a unknown terrain where its get a punishment when its hits
an obstacle and reward when it moves smoothly.
In order to design a learning system the designer has to make the following choices
based on the application.