Title: | Infrastructure for Discrete-Time Markov Decision Processes (MDP) |
---|---|
Description: | Provides the infrastructure to work with Markov Decision Processes (MDPs) in R. The focus is on convenience in formulating MDPs, the support of sparse representations (using sparse matrices, lists and data.frames) and visualization of results. Some key components are implemented in C++ to speed up computation. Several popular solvers are implemented. |
Authors: | Michael Hahsler [aut, cph, cre] |
Maintainer: | Michael Hahsler <[email protected]> |
License: | GPL (>=3) |
Version: | 0.99.0 |
Built: | 2024-11-15 18:38:52 UTC |
Source: | https://github.com/mhahsler/markovDP |
Find absorbing states using the transition model.
absorbing_states( model, state = NULL, sparse = "states", use_precomputed = TRUE, ... )
absorbing_states( model, state = NULL, sparse = "states", use_precomputed = TRUE, ... )
model |
a MDP object. |
state |
logical; check a single state. This can be much faster if the model contains a transition model implemented as a function. |
sparse |
logical; return a sparse logical vector? |
use_precomputed |
logical; should precomputed values in the MDP be used? |
... |
further arguments are passed on. |
The function absorbing_states()
checks if a state or a set of states are
absorbing (terminal states). A state is absorbing
if there is for all actions a probability of 1 for staying in the state.
absorbing_states()
returns a logical vector indicating
if the states are absorbing (terminal).
Michael Hahsler
Other MDP:
MDP()
,
Q_values()
,
accessors
,
act()
,
available_actions()
,
bellman_update()
,
greedy_action()
,
gridworld
,
policy_evaluation()
,
regret()
,
sample_MDP()
,
solve_MDP()
,
transition_graph()
,
unreachable_states()
,
value_function()
data(Maze) gw_matrix(Maze) gw_matrix(Maze, what = "labels") gw_matrix(Maze, what = "absorbing") # -1 and +1 are absorbing states absorbing_states(Maze) absorbing_states(Maze, sparse = FALSE) absorbing_states(Maze, sparse = "states")
data(Maze) gw_matrix(Maze) gw_matrix(Maze, what = "labels") gw_matrix(Maze, what = "absorbing") # -1 and +1 are absorbing states absorbing_states(Maze) absorbing_states(Maze, sparse = FALSE) absorbing_states(Maze, sparse = "states")
Functions to provide uniform access to different parts of the MDP problem description.
normalize_MDP( model, transition_prob = TRUE, reward = TRUE, start = FALSE, sparse = NULL, precompute_absorbing = TRUE, check_and_fix = FALSE, progress = TRUE ) start_vector(model, start = NULL, sparse = NULL) reward_matrix( model, action = NULL, start.state = NULL, end.state = NULL, ..., sparse = NULL, simplify = FALSE ) transition_matrix( model, action = NULL, start.state = NULL, end.state = NULL, ..., sparse = NULL, simplify = FALSE, trans_keyword = TRUE )
normalize_MDP( model, transition_prob = TRUE, reward = TRUE, start = FALSE, sparse = NULL, precompute_absorbing = TRUE, check_and_fix = FALSE, progress = TRUE ) start_vector(model, start = NULL, sparse = NULL) reward_matrix( model, action = NULL, start.state = NULL, end.state = NULL, ..., sparse = NULL, simplify = FALSE ) transition_matrix( model, action = NULL, start.state = NULL, end.state = NULL, ..., sparse = NULL, simplify = FALSE, trans_keyword = TRUE )
model |
A MDP object. |
transition_prob |
logical; convert the transition probabilities into a list of matrices. |
reward |
logical; convert the reward model into a list of matrices. |
start |
a start state description (see MDP). If |
sparse |
logical; use sparse matrix representation? |
precompute_absorbing |
logical; should absorbing states be precalculated? |
check_and_fix |
logical; checks the structure of the problem description. |
progress |
logical; show a progress bar with estimated time for completion. |
action |
name or index of an action. |
start.state , end.state
|
name or index of the state. |
... |
further arguments are passed on. |
simplify |
logical; try to simplify action lists into a vector or matrix? |
trans_keyword |
logical; translate keywords like "uniform" into matrices. |
Several parts of the MDP description can be defined in different ways. In particular,
the fields transition_prob
, reward
, and start
can be defined using matrices, data frames,
keywords, or functions. See MDP for details.
The functions provided here, provide unified access to the data in these fields
to make writing code easier.
transition_matrix()
accesses the transition model. The complete model
is a list with one element for each action. Each element contains a states x states matrix
with (
start.state
) as rows and (
end.state
) as columns.
Matrices with a density below 50% can be requested in sparse format
(as a Matrix::dgCMatrix).
reward_matrix()
accesses the reward model.
The preferred representation is a data.frame with the
columns action
, start.state
, end.state
,
and value
. This is a sparse representation.
The dense representation is a list of lists of matrices.
The list levels are (
action
) and (
start.state
).
The matrices are column vectors with rows representing (
end.state
).
The accessor converts the column vectors automatically into matrices with
start states as rows and end states as columns. This conversion can be suppressed
by calling reward_matrix(..., state_matrix = FALSE)
Note that the reward structure cannot be efficiently stored using a standard sparse matrix
since there might be a fixed cost for each action
resulting in no entries with 0.
start_vector()
translates the start state description into a probability vector.
Different components can be specified in various ways. It is often
necessary to convert each component into a specific form (e.g., a
dense matrix) to save time during access.
Convert the Complete MDP Description into a consistent form
normalize_MDP()
converts all components of the MDP description
into a consistent form and
returns a new MDP definition where transition_prob
,
reward
, and start
are normalized. This includes the internal
representation (dense, sparse, as a data.frame) and
also, states
, and actions
are ordered as given in the problem
definition to make safe access using numerical indices possible. Normalized
MDP descriptions can be
used in custom code that expects consistently a certain format.
The default behavior of sparse = NULL
uses parse matrices for large models
where the dense transition model would need more
than options("MDP_SPARSE_LIMIT")
(the default is about 100 MB which
can be changed using
options()
). Smaller models use faster dense
matrices.
A list or a list of lists of matrices.
Michael Hahsler
Other MDP:
MDP()
,
Q_values()
,
absorbing_states()
,
act()
,
available_actions()
,
bellman_update()
,
greedy_action()
,
gridworld
,
policy_evaluation()
,
regret()
,
sample_MDP()
,
solve_MDP()
,
transition_graph()
,
unreachable_states()
,
value_function()
data("Maze") gw_matrix(Maze) # here is the internal structure of the Maze object str(Maze) # List of |A| transition matrices. One per action in the from start.states x end.states Maze$transition_prob transition_matrix(Maze) transition_matrix(Maze, action = "up", sparse = FALSE) transition_matrix(Maze, action = "up", start.state = "s(3,1)", end.state = "s(2,1)" ) # List of list of reward matrices. 1st level is action and second level is the # start state in the form of a column vector with elements for end states. Maze$reward reward_matrix(Maze) reward_matrix(Maze, sparse = TRUE) reward_matrix(Maze, action = "up", start.state = "s(3,1)", end.state = "s(2,1)" ) # Translate the initial start probability vector Maze$start start_vector(Maze, sparse = FALSE) start_vector(Maze, sparse = "states") start_vector(Maze, sparse = "index") # Normalize the whole model using sparse representation Maze_norm <- normalize_MDP(Maze, sparse = TRUE) str(Maze_norm)
data("Maze") gw_matrix(Maze) # here is the internal structure of the Maze object str(Maze) # List of |A| transition matrices. One per action in the from start.states x end.states Maze$transition_prob transition_matrix(Maze) transition_matrix(Maze, action = "up", sparse = FALSE) transition_matrix(Maze, action = "up", start.state = "s(3,1)", end.state = "s(2,1)" ) # List of list of reward matrices. 1st level is action and second level is the # start state in the form of a column vector with elements for end states. Maze$reward reward_matrix(Maze) reward_matrix(Maze, sparse = TRUE) reward_matrix(Maze, action = "up", start.state = "s(3,1)", end.state = "s(2,1)" ) # Translate the initial start probability vector Maze$start start_vector(Maze, sparse = FALSE) start_vector(Maze, sparse = "states") start_vector(Maze, sparse = "index") # Normalize the whole model using sparse representation Maze_norm <- normalize_MDP(Maze, sparse = TRUE) str(Maze_norm)
Performs an action in a state and returns the new state and reward.
act(model, state, action = NULL, ...)
act(model, state, action = NULL, ...)
model |
an MDP model. |
state |
the current state. |
action |
the chosen action. If the action is not specified ( |
... |
if action is unspecified, then the additional parameters are
passed on to |
a names list with the old_state
, the action
,
the next reward
and state
.
Michael Hahsler
Other MDP:
MDP()
,
Q_values()
,
absorbing_states()
,
accessors
,
available_actions()
,
bellman_update()
,
greedy_action()
,
gridworld
,
policy_evaluation()
,
regret()
,
sample_MDP()
,
solve_MDP()
,
transition_graph()
,
unreachable_states()
,
value_function()
data(Maze) act(Maze, "s(1,3)", "right") # solve the maze and then ask for actions using the policy sol <- solve_MDP(Maze) act(sol, "s(1,3)") # make the policy in sol epsilon-soft and ask 10 times for the action replicate(10, act(sol, "s(1,3)", epsilon = .2))
data(Maze) act(Maze, "s(1,3)", "right") # solve the maze and then ask for actions using the policy sol <- solve_MDP(Maze) act(sol, "s(1,3)") # make the policy in sol epsilon-soft and ask 10 times for the action replicate(10, act(sol, "s(1,3)", epsilon = .2))
Returns an action given a deterministic policy. The policy can be made epsilon-soft.
action(model, ...) ## S3 method for class 'MDP' action(model, state, epsilon = 0, epoch = 1, ...)
action(model, ...) ## S3 method for class 'MDP' action(model, state, epsilon = 0, epoch = 1, ...)
model |
a solved MDP. |
... |
further parameters are passed on. |
state |
the state. |
epsilon |
make the policy epsilon soft. |
epoch |
what epoch of the policy should be used. Use 1 for converged policies. |
The name of the optimal action as a factor.
Michael Hahsler
Other policy:
Q_values()
,
bellman_update()
,
greedy_action()
,
policy()
,
policy_evaluation()
,
regret()
,
reward()
,
value_function()
,
visit_probability()
data("Maze") Maze sol <- solve_MDP(Maze) policy(sol) action(sol, state = "s(1,3)") ## choose from an epsilon-soft policy table(replicate(100, action(sol, state = "s(1,3)", epsilon = 0.1)))
data("Maze") Maze sol <- solve_MDP(Maze) policy(sol) action(sol, state = "s(1,3)") ## choose from an epsilon-soft policy table(replicate(100, action(sol, state = "s(1,3)", epsilon = 0.1)))
Determine the set of actions available in a state.
available_actions( model, state = NULL, neg_inf_reward = TRUE, stay_in_place = FALSE, drop = TRUE )
available_actions( model, state = NULL, neg_inf_reward = TRUE, stay_in_place = FALSE, drop = TRUE )
model |
a MDP object. |
state |
a character vector specifying the states. |
neg_inf_reward |
logical; consider an action that produced |
stay_in_place |
logical; consider an action that results in the same state with a probability of 1 as unavailable. Note that this means that absorbing states have no available action! |
drop |
logical; drop to a vector if only one state is used. |
Unavailable actions are modeled as actions that have an immediate
reward of -Inf
in the reward function. For maze, also actions that
do not change the state can be considered unavailable.
a character vector with the available actions.
a vector with the available actions.
Michael Hahsler
Other MDP:
MDP()
,
Q_values()
,
absorbing_states()
,
accessors
,
act()
,
bellman_update()
,
greedy_action()
,
gridworld
,
policy_evaluation()
,
regret()
,
sample_MDP()
,
solve_MDP()
,
transition_graph()
,
unreachable_states()
,
value_function()
data(DynaMaze) gw_plot(DynaMaze) # The the following actions are always available: DynaMaze$actions # only right and down is unavailable for s(1,1) because they # make the agent stay in place. available_actions(DynaMaze, state = "s(1,1)", stay_in_place = TRUE) # An action that leaves the grid currently is allowed but does not do # anything. act(DynaMaze, "s(1,1)", "up")
data(DynaMaze) gw_plot(DynaMaze) # The the following actions are always available: DynaMaze$actions # only right and down is unavailable for s(1,1) because they # make the agent stay in place. available_actions(DynaMaze, state = "s(1,1)", stay_in_place = TRUE) # An action that leaves the grid currently is allowed but does not do # anything. act(DynaMaze, "s(1,1)", "up")
Update the value function with a Bellman update.
bellman_update(model, V) bellman_operator(model, pi, V)
bellman_update(model, V) bellman_operator(model, pi, V)
model |
an MDP problem specification. |
V |
a vector representing the value function. A single 0 can be used as a shorthand for a value function with all 0s. |
pi |
a policy as a data.frame with at least columns for states and action. If |
The Bellman update updates a value function given the model by applying the Bellman equation as an update rule for each state:
The Bellman update moves the estimated value function closer to the
optimal value function
.
The Bellman operator updates a value function given the model,
and a policy
:
The Bellman error is .
The Bellman operator reduces the Bellman error and moves the value function
closer to the fixed point of the true value function:
a list with the updated state value vector U and the taken actions pi.
Michael Hahsler
Sutton, R. S., Barto, A. G. (2020). Reinforcement Learning: An Introduction. Second edition. The MIT Press.
Other MDP:
MDP()
,
Q_values()
,
absorbing_states()
,
accessors
,
act()
,
available_actions()
,
greedy_action()
,
gridworld
,
policy_evaluation()
,
regret()
,
sample_MDP()
,
solve_MDP()
,
transition_graph()
,
unreachable_states()
,
value_function()
Other policy:
Q_values()
,
action()
,
greedy_action()
,
policy()
,
policy_evaluation()
,
regret()
,
reward()
,
value_function()
,
visit_probability()
data(Maze) Maze # single Bellman update from a all 0 value function bellman_update(Maze, V = 0) # perform simple value iteration for 10 iterations V <- 0 for (i in seq(10)) V <- bellman_update(Maze, V)$V V
data(Maze) Maze # single Bellman update from a all 0 value function bellman_update(Maze, V = 0) # perform simple value iteration for 10 iterations V <- 0 for (i in seq(10)) V <- bellman_update(Maze, V)$V V
The cliff walking gridworld MDP example from Chapter 6 of the textbook "Reinforcement Learning: An Introduction."
An object of class MDP.
The cliff walking gridworld has the following layout:
The gridworld is represented as a 4 x 12 matrix of states.
The states are labeled with their x and y coordinates.
The start state is in the bottom left corner.
Each action has a reward of -1, falling off the cliff has a reward of -100 and
returns the agent back to the start. The episode is finished once the agent
reaches the absorbing goal state in the bottom right corner.
No discounting is used (i.e., ).
Richard S. Sutton and Andrew G. Barto (2018). Reinforcement Learning: An Introduction Second Edition, MIT Press, Cambridge, MA.
Other MDP_examples:
DynaMaze
,
MDP()
,
Maze
,
Windy_gridworld
Other gridworld:
DynaMaze
,
Maze
,
Windy_gridworld
,
gridworld
data(Cliff_walking) Cliff_walking gw_matrix(Cliff_walking) gw_matrix(Cliff_walking, what = "labels") # The Goal is an absorbing state absorbing_states(Cliff_walking, sparse = "states") # visualize the transition graph gw_plot_transition_graph(Cliff_walking) # solve using different methods sol <- solve_MDP(Cliff_walking) sol policy(sol) gw_plot(sol)
data(Cliff_walking) Cliff_walking gw_matrix(Cliff_walking) gw_matrix(Cliff_walking, what = "labels") # The Goal is an absorbing state absorbing_states(Cliff_walking, sparse = "states") # visualize the transition graph gw_plot_transition_graph(Cliff_walking) # solve using different methods sol <- solve_MDP(Cliff_walking) sol policy(sol) gw_plot(sol)
Default discrete and continuous colors used in
the package markovDP
.
colors_discrete(n, col = NULL) colors_continuous(val, col = NULL)
colors_discrete(n, col = NULL) colors_continuous(val, col = NULL)
n |
number of states. |
col |
custom color palette. |
val |
a vector with values to be translated to colors. |
colors_discrete()
returns a color palette and
colors_continuous()
returns the colors associated with the supplied values.
colors_discrete(5) colors_continuous(runif(10))
colors_discrete(5) colors_continuous(runif(10))
The Dyna Maze from Chapter 8 of the textbook "Reinforcement Learning: An Introduction."
An object of class MDP.
The simple 6x9 maze with a few walls.
Richard S. Sutton and Andrew G. Barto (2018). Reinforcement Learning: An Introduction Second Edition, MIT Press, Cambridge, MA.
Other MDP_examples:
Cliff_walking
,
MDP()
,
Maze
,
Windy_gridworld
Other gridworld:
Cliff_walking
,
Maze
,
Windy_gridworld
,
gridworld
Other MDP_examples:
Cliff_walking
,
MDP()
,
Maze
,
Windy_gridworld
Other gridworld:
Cliff_walking
,
Maze
,
Windy_gridworld
,
gridworld
data(DynaMaze) DynaMaze gw_matrix(DynaMaze) gw_matrix(DynaMaze, what = "labels") gw_plot_transition_graph(DynaMaze)
data(DynaMaze) DynaMaze gw_matrix(DynaMaze) gw_matrix(DynaMaze, what = "labels") gw_plot_transition_graph(DynaMaze)
Finds the reachable state space from a transition model function
that takes the arguments model
, action
, start.state
and
returns a named vector with the probabilities for the resulting end.states
(typically only the ones with a probability greater than 1).
find_reachable_states( transition_function, start_state, actions, model = NULL, horizon = Inf, progress = TRUE )
find_reachable_states( transition_function, start_state, actions, model = NULL, horizon = Inf, progress = TRUE )
transition_function |
a transition function (see details for requirements). |
start_state |
labels of the start states. |
actions |
a vector with the available actions. |
model |
if needed, the model passed on to the transition model function. |
horizon |
only return states reachable in the given horizon. |
progress |
logical; show a progress bar? |
The function performs a (depth-limited) depth-first traversal of the search state space and returns a vector with the names of all encountered states. This vector can be used as the states for creating a MDP model.
The transition function needs to be a function with the argument list
model
, action
, start.state
which returns named vector only containing
the non-zero probabilities named by the corresponding end state. A partial model
that contains actions
and start.state
will be supplied to the function.
a character vector with all reachable states.
Michael Hahsler
# define a MDP for Tic-Tac-Toe # state description: matrix with the characters _, x, and o # can be converted into a label of 9 characters # set of actions A <- as.character(1:9) # helper functions ttt_empty_board <- function() matrix('_', ncol = 3, nrow = 3) ttt_state2label <- function(state) paste(state, collapse = '') ttt_label2state <- function(label) matrix(strsplit(label, "")[[1]], nrow = 3, ncol = 3) ttt_available_actions <- function(state) { if (length(state) == 1L) state <- ttt_label2state(state) which(state == "_") } ttt_result <- function(state, player, action) { if (length(state) == 1L) state <- ttt_label2state(state) if (state[action] != "_") stop("Illegal action.") state[action] <- player state } ttt_terminal <- function(state) { if (length(state) == 1L) state <- ttt_label2state(state) # Check the board for a win and return one of # 'x', 'o', 'd' (draw), or 'n' (for next move) win_possibilities <- rbind(state, t(state), diag(state), diag(t(state))) wins <- apply(win_possibilities, MARGIN = 1, FUN = function(x) { if (x[1] != '_' && length(unique(x)) == 1) x[1] else '_' }) if (any(wins == 'x')) return('x') if (any(wins == 'o')) return('o') # Check for draw if (sum(state == '_') < 1) return('d') return('n') } # define the transition function: # * return a probability vector for an action in a start state # * we define the special states 'win', 'loss', and 'draw' P <- function(model, action, start.state) { action <- as.integer(action) # absorbing states if (start.state %in% c('win', 'loss', 'draw', 'illegal')) { return(structure(1, names = start.state)) } # avoid illegal action by going to the very expensive illegal state if (!(action %in% ttt_available_actions(start.state))) { return(structure(1, names = "illegal")) } # make x's move next_state <- ttt_result(start.state, 'x', action) # terminal? term <- ttt_terminal(next_state) if (term == 'x') { return(structure(1, names = "win")) } else if (term == 'o') { return(structure(1, names = "loss")) } else if (term == 'd') { return(structure(1, names = "draw")) } # it is o's turn actions_of_o <- ttt_available_actions(next_state) possible_end_states <- lapply( actions_of_o, FUN = function(a) ttt_result(next_state, 'o', a) ) # fix terminal states term <- sapply(possible_end_states, ttt_terminal) possible_end_states <- sapply(possible_end_states, ttt_state2label) possible_end_states[term == 'x'] <- 'win' possible_end_states[term == 'o'] <- 'loss' possible_end_states[term == 'd'] <- 'draw' possible_end_states <- unique(possible_end_states) return(structure(rep(1 / length(possible_end_states), length(possible_end_states)), names = possible_end_states)) } # define the reward R <- rbind( R_( value = 0), R_(end.state = 'win', value = +1), R_(end.state = 'loss', value = -1), R_(end.state = 'draw', value = +.5), R_(end.state = 'illegal', value = -Inf), # Note: there is no more reward once the agent is in a terminal state R_(start.state = 'win', value = 0), R_(start.state = 'loss', value = 0), R_(start.state = 'draw', value = 0), R_(start.state = 'illegal', value = 0) ) # start state start <- ttt_state2label(ttt_empty_board()) start # find the reachable state space S <- union(c('win', 'loss', 'draw', 'illegal'), find_reachable_states(P, start_state = start, actions = A)) head(S) tictactoe <- MDP(S, A, P, R, discount = 1, start = start, name = "TicTacToe") tictactoe
# define a MDP for Tic-Tac-Toe # state description: matrix with the characters _, x, and o # can be converted into a label of 9 characters # set of actions A <- as.character(1:9) # helper functions ttt_empty_board <- function() matrix('_', ncol = 3, nrow = 3) ttt_state2label <- function(state) paste(state, collapse = '') ttt_label2state <- function(label) matrix(strsplit(label, "")[[1]], nrow = 3, ncol = 3) ttt_available_actions <- function(state) { if (length(state) == 1L) state <- ttt_label2state(state) which(state == "_") } ttt_result <- function(state, player, action) { if (length(state) == 1L) state <- ttt_label2state(state) if (state[action] != "_") stop("Illegal action.") state[action] <- player state } ttt_terminal <- function(state) { if (length(state) == 1L) state <- ttt_label2state(state) # Check the board for a win and return one of # 'x', 'o', 'd' (draw), or 'n' (for next move) win_possibilities <- rbind(state, t(state), diag(state), diag(t(state))) wins <- apply(win_possibilities, MARGIN = 1, FUN = function(x) { if (x[1] != '_' && length(unique(x)) == 1) x[1] else '_' }) if (any(wins == 'x')) return('x') if (any(wins == 'o')) return('o') # Check for draw if (sum(state == '_') < 1) return('d') return('n') } # define the transition function: # * return a probability vector for an action in a start state # * we define the special states 'win', 'loss', and 'draw' P <- function(model, action, start.state) { action <- as.integer(action) # absorbing states if (start.state %in% c('win', 'loss', 'draw', 'illegal')) { return(structure(1, names = start.state)) } # avoid illegal action by going to the very expensive illegal state if (!(action %in% ttt_available_actions(start.state))) { return(structure(1, names = "illegal")) } # make x's move next_state <- ttt_result(start.state, 'x', action) # terminal? term <- ttt_terminal(next_state) if (term == 'x') { return(structure(1, names = "win")) } else if (term == 'o') { return(structure(1, names = "loss")) } else if (term == 'd') { return(structure(1, names = "draw")) } # it is o's turn actions_of_o <- ttt_available_actions(next_state) possible_end_states <- lapply( actions_of_o, FUN = function(a) ttt_result(next_state, 'o', a) ) # fix terminal states term <- sapply(possible_end_states, ttt_terminal) possible_end_states <- sapply(possible_end_states, ttt_state2label) possible_end_states[term == 'x'] <- 'win' possible_end_states[term == 'o'] <- 'loss' possible_end_states[term == 'd'] <- 'draw' possible_end_states <- unique(possible_end_states) return(structure(rep(1 / length(possible_end_states), length(possible_end_states)), names = possible_end_states)) } # define the reward R <- rbind( R_( value = 0), R_(end.state = 'win', value = +1), R_(end.state = 'loss', value = -1), R_(end.state = 'draw', value = +.5), R_(end.state = 'illegal', value = -Inf), # Note: there is no more reward once the agent is in a terminal state R_(start.state = 'win', value = 0), R_(start.state = 'loss', value = 0), R_(start.state = 'draw', value = 0), R_(start.state = 'illegal', value = 0) ) # start state start <- ttt_state2label(ttt_empty_board()) start # find the reachable state space S <- union(c('win', 'loss', 'draw', 'illegal'), find_reachable_states(P, start_state = start, actions = A)) head(S) tictactoe <- MDP(S, A, P, R, discount = 1, start = start, name = "TicTacToe") tictactoe
Extract a greedy policy or select a greedy action from a solved model or a Q matrix.
greedy_action(x, s, epsilon = 0, prob = FALSE) greedy_policy(x)
greedy_action(x, s, epsilon = 0, prob = FALSE) greedy_policy(x)
x |
a solved MDP model or a Q matrix. |
s |
a state. |
epsilon |
an |
prob |
logical; return a probability distribution over the actions. |
greedy_action()
returns the action with the highest q-value
for state s
. If prob = TRUE
, then a vector with
the probability for each action is returned.
greedy_policy()
returns the greedy policy given Q
.
Michael Hahsler
Sutton, R. S., Barto, A. G. (2020). Reinforcement Learning: An Introduction. Second edition. The MIT Press.
Other MDP:
MDP()
,
Q_values()
,
absorbing_states()
,
accessors
,
act()
,
available_actions()
,
bellman_update()
,
gridworld
,
policy_evaluation()
,
regret()
,
sample_MDP()
,
solve_MDP()
,
transition_graph()
,
unreachable_states()
,
value_function()
Other policy:
Q_values()
,
action()
,
bellman_update()
,
policy()
,
policy_evaluation()
,
regret()
,
reward()
,
value_function()
,
visit_probability()
data(Maze) Maze # create a random policy and calculate q-values pi_random <- random_policy(Maze) pi_random V <- policy_evaluation(Maze, pi_random) V # calculate Q values Q <- Q_values(Maze, V) Q # get the greedy policy form the Q values pi_greedy <- greedy_policy(Q) pi_greedy gw_plot(add_policy(Maze, pi_greedy), main = "Maze: Greedy Policy") # find the greedy/ epsilon-greedy action for the top-left corner state greedy_action(Q, "s(1,1)", epsilon = 0, prob = FALSE) greedy_action(Q, "s(1,1)", epsilon = 0, prob = TRUE) greedy_action(Q, "s(1,1)", epsilon = .1, prob = TRUE)
data(Maze) Maze # create a random policy and calculate q-values pi_random <- random_policy(Maze) pi_random V <- policy_evaluation(Maze, pi_random) V # calculate Q values Q <- Q_values(Maze, V) Q # get the greedy policy form the Q values pi_greedy <- greedy_policy(Q) pi_greedy gw_plot(add_policy(Maze, pi_greedy), main = "Maze: Greedy Policy") # find the greedy/ epsilon-greedy action for the top-left corner state greedy_action(Q, "s(1,1)", epsilon = 0, prob = FALSE) greedy_action(Q, "s(1,1)", epsilon = 0, prob = TRUE) greedy_action(Q, "s(1,1)", epsilon = .1, prob = TRUE)
Helper functions for gridworld MDPs to convert between state names and gridworld positions, and for visualizing policies.
gw_init( dim, actions = c("up", "right", "down", "left"), start = NULL, goal = NULL, absorbing_states = NULL, blocked_states = NULL, state_labels = list() ) gw_maze_MDP( dim, start, goal, walls = NULL, actions = c("up", "right", "down", "left"), goal_reward = 100, step_cost = 1, restart = FALSE, discount = 1, horizon = Inf, info = NULL, normalize = FALSE, name = NA ) gw_random_maze( dim, wall_prob = 0.2, start = NULL, goal = NULL, normalize = FALSE ) gw_path(model, start = NULL, goal = NULL, horizon = NULL) gw_matrix(model, epoch = 1L, what = "states") gw_plot( model, epoch = 1L, actions = "character", states = TRUE, index = FALSE, labels = TRUE, impossible_actions = FALSE, main = NULL, cex = 1, offset = 0.5, lines = TRUE, col = hcl.colors(100, "YlOrRd", rev = TRUE), blocked_col = "gray20", ... ) gw_plot_transition_graph( x, remove.loops = TRUE, vertex.color = "gray", vertex.shape = "square", vertex.size = 10, vertex.label = NA, edge.arrow.size = 0.3, margin = 0.2, main = NULL, ... ) gw_animate(model, method, n, zlim = NULL, ...) gw_read_maze(file, discount = 1, restart = FALSE, name = "Maze") gw_s2rc(s) gw_rc2s(rc) gw_transition_prob(model, action, start.state) gw_transition_prob_end_state(model, action, start.state, end.state)
gw_init( dim, actions = c("up", "right", "down", "left"), start = NULL, goal = NULL, absorbing_states = NULL, blocked_states = NULL, state_labels = list() ) gw_maze_MDP( dim, start, goal, walls = NULL, actions = c("up", "right", "down", "left"), goal_reward = 100, step_cost = 1, restart = FALSE, discount = 1, horizon = Inf, info = NULL, normalize = FALSE, name = NA ) gw_random_maze( dim, wall_prob = 0.2, start = NULL, goal = NULL, normalize = FALSE ) gw_path(model, start = NULL, goal = NULL, horizon = NULL) gw_matrix(model, epoch = 1L, what = "states") gw_plot( model, epoch = 1L, actions = "character", states = TRUE, index = FALSE, labels = TRUE, impossible_actions = FALSE, main = NULL, cex = 1, offset = 0.5, lines = TRUE, col = hcl.colors(100, "YlOrRd", rev = TRUE), blocked_col = "gray20", ... ) gw_plot_transition_graph( x, remove.loops = TRUE, vertex.color = "gray", vertex.shape = "square", vertex.size = 10, vertex.label = NA, edge.arrow.size = 0.3, margin = 0.2, main = NULL, ... ) gw_animate(model, method, n, zlim = NULL, ...) gw_read_maze(file, discount = 1, restart = FALSE, name = "Maze") gw_s2rc(s) gw_rc2s(rc) gw_transition_prob(model, action, start.state) gw_transition_prob_end_state(model, action, start.state, end.state)
dim |
vector of length two with the x and y extent of the gridworld. |
actions |
how to show actions. Options are:
simple |
start , goal
|
start and goal states. If |
absorbing_states |
a vector with state labels for absorbing states. |
blocked_states |
a vector with state labels for unreachable states. These states will be excluded. |
state_labels |
a list with labels for states. The element names need to be state names. |
walls |
a vector with state labels for walls. Walls will become unreachable states. |
goal_reward |
reward to transition to the goal state. |
step_cost |
cost of each action that does not lead to the goal state. |
restart |
logical; if |
discount , horizon
|
MDP discount factor, and horizon. |
info |
A list with additional information. Has to contain the gridworld
dimensions as element |
normalize |
logical; should the description be normalized for
faster access using |
name |
a string to identify the MDP problem. |
wall_prob |
probability to make a tile a wall. |
model , x
|
a solved gridworld MDP. |
epoch |
epoch for unconverged finite-horizon solutions. |
what |
What should be returned in the matrix. Options are:
|
states |
logical; show state names. |
index |
logical; show the state indices. |
labels |
logical; show state labels. |
impossible_actions |
logical; show the value and the action for absorbing states. |
main |
a main title for the plot. Defaults to the name of the problem. |
cex |
expansion factor for the action. |
offset |
move the state labels out of the way (in fractions of a character width). |
lines |
logical; draw lines to separate states. |
col |
a colors for the utility values. |
blocked_col |
a color used for blocked states. Use |
... |
further arguments are passed on to |
remove.loops |
logical; do not show transitions from a state back to itself. |
vertex.color , vertex.shape , vertex.size , vertex.label , edge.arrow.size
|
see |
margin |
a single number specifying the margin of the plot. Can be used if the graph does not fit inside the plotting area. |
method |
an MDP solution method for |
n |
number of iterations to animate. |
zlim |
limits for visualizing the state value. |
file |
filename for a maze text file. |
s |
a state label or a vector of labels. |
rc |
a vector of length two with the row and column coordinate of a state in the gridworld matrix. A matrix with one state per row can be also supplied. |
action , start.state , end.state
|
parameters for the transition function. |
Gridworlds are implemented with state names s(row,col)
, where
row
and col
are locations in the matrix representing the gridworld.
The actions are "up"
, "right"
, "down"
, and "left"
.
gw_init()
initializes a new gridworld creating a matrix
of states with the given dimensions. Other action names
can be specified, but they must have the same effects in the same order
as above. Blocked states (walls) and absorbing state can be defined.
This information can be used to build a custom gridworld MDP. Note that
blocked states are removed from the model description using
remove_unreachable_states()
.
Several helper functions are provided to use states, look at the state layout, and plot policies on the gridworld.
gw_maze_MDP()
helps to easily define maze-like gridworld MDPs.
By default, the goal state is absorbing, but with restart = TRUE
, the
agent restarts the problem at the start state every time it reaches the goal
and receives the reward. Note that this implies that the goal state itself
becomes unreachable.
gw_path()
checks if a solved gridworld has a policy that
leads from the start to the goal. Note this function currently samples only a single path which is
an issue with stochastic transitions!
gw_matrix()
returns different information
(state names, values, actions, etc.) as a matrix. Note that some gridworlds
have unreachable states removed. These states will be represented in the
matrix as NA
.
gw_plot()
plots a gridworld.
gw_plot_transition_graph()
plots the transition graph
using the gridworld matrix as the layout.
gw_animate()
applies algorithms from solve_MDP()
iteration
by iteration and visualized the state utilities. This helps to understand
how the algorithms work.
gw_read_maze()
reads a maze in text format from a file
and converts it into a gridworld MDP.
gw_s2rc()
and gw_rc2s
help with converting from
state names to xy-coordinates and vice versa.
gw_transition_prob()
and gw_transition_prob3()
provide the standard transition functions for a gridworld.
gw_maze_MDP()
returns an MDP object.
gw_path()
returns a list with the elements "path"
,
"reward"
and "solved"
.
gw_animate()
returns the final solution invisibly.
Other gridworld:
Cliff_walking
,
DynaMaze
,
Maze
,
Windy_gridworld
Other MDP:
MDP()
,
Q_values()
,
absorbing_states()
,
accessors
,
act()
,
available_actions()
,
bellman_update()
,
greedy_action()
,
policy_evaluation()
,
regret()
,
sample_MDP()
,
solve_MDP()
,
transition_graph()
,
unreachable_states()
,
value_function()
# Defines states, actions and a transition model for a standard gridworld gw <- gw_init( dim = c(7, 7), blocked_states = c("s(2,2)", "s(7,3)", "s(3,6)"), absorbing_states = "s(4,4)", state_labels = list("s(4,4)" = "Black Hole") ) str(gw) # display the state labels in the gridworld (states not represented in the # model are shown as NA) gw_matrix(gw) gw_matrix(gw, what = "label") gw_matrix(gw, what = "absorbing") gw_matrix(gw, what = "unreachable") # these are actually missing from the model # a transition function for regular moves in the gridworld is provided gw_transition_prob(gw, "right", "s(1,1)") gw_transition_prob_end_state(gw, "right", "s(1,1)", "s(1,2)") # convert between state names and row/column indices gw_s2rc("s(1,1)") gw_rc2s(c(1, 1)) # The information in gw can be used to build a custom MDP. # We modify the standard transition function so there is a 50% chance that # you will get sucked into the black hole from the adjacent squares. trans_black_hole <- function(model, action, start.state, end.state) { # states around the black hole if (start.state %in% c( "s(3,3)", "s(3,4)", "s(3,5)", "s(4,3)", "s(4,5)", "s(5,3)", "s(5,4)", "s(5,5)" )) { if (end.state == "s(4,4)") { return(.5 + gw_transition_prob_end_state(model, action, start.state, end.state) * .5) } else { return(gw_transition_prob_end_state(model, action, start.state, end.state) * .5) } } # use the standard gridworld movement gw_transition_prob_end_state(model, action, start.state, end.state) } black_hole <- MDP( states = gw$states, actions = gw$actions, transition_prob = trans_black_hole, reward = rbind(R_( value = +1), R_(end.state = "s(4,4)", value = -100), R_(start.state = "s(4,4)", value = 0) ), info = gw$info, name = "Black hole" ) black_hole black_hole <- normalize_MDP(black_hole) gw_plot_transition_graph(black_hole) # solve the problem sol <- solve_MDP(black_hole, error = 1) gw_matrix(sol, what = "values") gw_plot(sol) # the optimal policy is to fly around, but avoid the black hole. # Build a Maze: The Dyna Maze from Chapter 8 in the RL book DynaMaze <- gw_maze_MDP( dim = c(6, 9), start = "s(3,1)", goal = "s(1,9)", walls = c( "s(2,3)", "s(3,3)", "s(4,3)", "s(5,6)", "s(1,8)", "s(2,8)", "s(3,8)" ), restart = TRUE, discount = 0.95, name = "Dyna Maze", ) DynaMaze gw_matrix(DynaMaze) gw_matrix(DynaMaze, what = "labels") gw_plot_transition_graph(DynaMaze) # Note that the problems resets if the goal state would be reached. sol <- solve_MDP(DynaMaze, method = "lp") gw_matrix(sol, what = "values") gw_matrix(sol, what = "actions") gw_plot(sol, states = TRUE) # check if we found a solution gw_path(sol) # Read a maze from a text file # (X are walls, S is the start and G is the goal) # some examples are installed with the package maze_dir <- system.file("mazes", package = "markovDP") dir(maze_dir) file.show(file.path(maze_dir, "small_maze.txt")) maze <- gw_read_maze(file.path(maze_dir, "small_maze.txt")) maze gw_matrix(maze, what = "label") gw_plot(maze) # Prioritized sweeping is especially effective for larger mazes. sol <- solve_MDP(maze, method = "prioritized_sweeping") sol gw_plot(sol) gw_path(sol, horizon = 1000) # A maze can also be created directly from a character vector maze <- gw_read_maze( textConnection(c("XXXXXX", "XS GX", "XXXXXX"))) gw_plot(maze) # Create a small random maze rand_maze <- gw_random_maze(dim = c(5, 5)) gw_plot(rand_maze)
# Defines states, actions and a transition model for a standard gridworld gw <- gw_init( dim = c(7, 7), blocked_states = c("s(2,2)", "s(7,3)", "s(3,6)"), absorbing_states = "s(4,4)", state_labels = list("s(4,4)" = "Black Hole") ) str(gw) # display the state labels in the gridworld (states not represented in the # model are shown as NA) gw_matrix(gw) gw_matrix(gw, what = "label") gw_matrix(gw, what = "absorbing") gw_matrix(gw, what = "unreachable") # these are actually missing from the model # a transition function for regular moves in the gridworld is provided gw_transition_prob(gw, "right", "s(1,1)") gw_transition_prob_end_state(gw, "right", "s(1,1)", "s(1,2)") # convert between state names and row/column indices gw_s2rc("s(1,1)") gw_rc2s(c(1, 1)) # The information in gw can be used to build a custom MDP. # We modify the standard transition function so there is a 50% chance that # you will get sucked into the black hole from the adjacent squares. trans_black_hole <- function(model, action, start.state, end.state) { # states around the black hole if (start.state %in% c( "s(3,3)", "s(3,4)", "s(3,5)", "s(4,3)", "s(4,5)", "s(5,3)", "s(5,4)", "s(5,5)" )) { if (end.state == "s(4,4)") { return(.5 + gw_transition_prob_end_state(model, action, start.state, end.state) * .5) } else { return(gw_transition_prob_end_state(model, action, start.state, end.state) * .5) } } # use the standard gridworld movement gw_transition_prob_end_state(model, action, start.state, end.state) } black_hole <- MDP( states = gw$states, actions = gw$actions, transition_prob = trans_black_hole, reward = rbind(R_( value = +1), R_(end.state = "s(4,4)", value = -100), R_(start.state = "s(4,4)", value = 0) ), info = gw$info, name = "Black hole" ) black_hole black_hole <- normalize_MDP(black_hole) gw_plot_transition_graph(black_hole) # solve the problem sol <- solve_MDP(black_hole, error = 1) gw_matrix(sol, what = "values") gw_plot(sol) # the optimal policy is to fly around, but avoid the black hole. # Build a Maze: The Dyna Maze from Chapter 8 in the RL book DynaMaze <- gw_maze_MDP( dim = c(6, 9), start = "s(3,1)", goal = "s(1,9)", walls = c( "s(2,3)", "s(3,3)", "s(4,3)", "s(5,6)", "s(1,8)", "s(2,8)", "s(3,8)" ), restart = TRUE, discount = 0.95, name = "Dyna Maze", ) DynaMaze gw_matrix(DynaMaze) gw_matrix(DynaMaze, what = "labels") gw_plot_transition_graph(DynaMaze) # Note that the problems resets if the goal state would be reached. sol <- solve_MDP(DynaMaze, method = "lp") gw_matrix(sol, what = "values") gw_matrix(sol, what = "actions") gw_plot(sol, states = TRUE) # check if we found a solution gw_path(sol) # Read a maze from a text file # (X are walls, S is the start and G is the goal) # some examples are installed with the package maze_dir <- system.file("mazes", package = "markovDP") dir(maze_dir) file.show(file.path(maze_dir, "small_maze.txt")) maze <- gw_read_maze(file.path(maze_dir, "small_maze.txt")) maze gw_matrix(maze, what = "label") gw_plot(maze) # Prioritized sweeping is especially effective for larger mazes. sol <- solve_MDP(maze, method = "prioritized_sweeping") sol gw_plot(sol) gw_path(sol, horizon = 1000) # A maze can also be created directly from a character vector maze <- gw_read_maze( textConnection(c("XXXXXX", "XS GX", "XXXXXX"))) gw_plot(maze) # Create a small random maze rand_maze <- gw_random_maze(dim = c(5, 5)) gw_plot(rand_maze)
The 4x3 maze is described in Chapter 17 of the textbook "Artificial Intelligence: A Modern Approach" (AIMA).
An object of class MDP.
The simple maze has the following layout:
1234 Transition model: ###### .8 (action direction) 1# +# ^ 2# # -# | 3#S # .1 <-|-> .1 ######
We represent the maze states as a gridworld matrix with 3 rows and
4 columns. The states are labeled s(row, col)
representing the position in
the matrix.
The # (state s(2,2)
) in the middle of the maze is an obstruction and not reachable.
Rewards are associated with transitions. The default reward (penalty) is -0.04.
The start state marked with S
is s(3,1)
.
Transitioning to +
(state s(1,4)
) gives a reward of +1.0,
transitioning to -
(state s_(2,4)
)
has a reward of -1.0. Both these states are absorbing
(i.e., terminal) states.
Actions are movements (up
, right
, down
, left
). The actions are
unreliable with a .8 chance
to move in the correct direction and a 0.1 chance to instead to move in a
perpendicular direction leading to a stochastic transition model.
Note that the problem has reachable terminal states which leads to a proper policy
(that is guaranteed to reach a terminal state). This means that the solution also
converges without discounting (discount = 1
).
Russell,9 S. J. and Norvig, P. (2020). Artificial Intelligence: A modern approach. 4rd ed.
Other MDP_examples:
Cliff_walking
,
DynaMaze
,
MDP()
,
Windy_gridworld
Other gridworld:
Cliff_walking
,
DynaMaze
,
Windy_gridworld
,
gridworld
# The problem can be loaded using data(Maze). # Here is the complete problem definition. # We first look at the state layout gw_matrix(gw_init(dim = c(3, 4))) # the wall at s(2,2) is unreachable gw <- gw_init(dim = c(3, 4), start = "s(3,1)", goal = "s(1,4)", absorbing_states = c("s(1,4)", "s(2,4)"), blocked_states = "s(2,2)", state_labels = list( "s(3,1)" = "Start", "s(2,4)" = "-1", "s(1,4)" = "Goal: +1") ) gw_matrix(gw) gw_matrix(gw, what = "index") gw_matrix(gw, what = "labels") # gw_init has created the following information str(gw) # the transition function is stochastic so we cannot use the standard # gridworld function provided in gw$transition_prob() and we # have to replace it P <- function(model, action, start.state) { action <- match.arg(action, choices = A(model)) P <- structure(numeric(length(S(model))), names = S(model)) # absorbing states if (start.state %in% model$info$absorbing_states) { P[start.state] <- 1 return(P) } if (action %in% c("up", "down")) { error_direction <- c("right", "left") } else { error_direction <- c("up", "down") } rc <- gw_s2rc(start.state) delta <- list( up = c(-1, 0), down = c(+1, 0), right = c(0, +1), left = c(0, -1) ) # there are 3 directions. For blocked directions, stay in place # 1) action works .8 rc_new <- gw_rc2s(rc + delta[[action]]) if (rc_new %in% S(model)) P[rc_new] <- .8 else P[start.state] <- .8 # 2) off to the right .1 rc_new <- gw_rc2s(rc + delta[[error_direction[1]]]) if (rc_new %in% S(model)) P[rc_new] <- .1 else P[start.state] <- P[start.state] + .1 # 3) off to the left .1 rc_new <- gw_rc2s(rc + delta[[error_direction[2]]]) if (rc_new %in% S(model)) P[rc_new] <- .1 else P[start.state] <- P[start.state] + .1 P } P(gw, "up", "s(3,1)") R <- rbind( R_( value = -0.04), R_(end.state = "s(2,4)", value = -1 - 0.04), R_(end.state = "s(1,4)", value = +1 - 0.04), R_(start.state = "s(2,4)", value = 0), R_(start.state = "s(1,4)", value = 0) ) Maze <- MDP( name = "Stuart Russell's 3x4 Maze", discount = 1, horizon = Inf, states = gw$states, actions = gw$actions, start = "s(3,1)", transition_prob = P, reward = R, info = gw$info ) Maze str(Maze) gw_matrix(Maze) gw_matrix(Maze, what = "labels") gw_plot(Maze) # find absorbing (terminal) states absorbing_states(Maze) maze_solved <- solve_MDP(Maze) policy(maze_solved) gw_matrix(maze_solved, what = "values") gw_matrix(maze_solved, what = "actions") gw_plot(maze_solved)
# The problem can be loaded using data(Maze). # Here is the complete problem definition. # We first look at the state layout gw_matrix(gw_init(dim = c(3, 4))) # the wall at s(2,2) is unreachable gw <- gw_init(dim = c(3, 4), start = "s(3,1)", goal = "s(1,4)", absorbing_states = c("s(1,4)", "s(2,4)"), blocked_states = "s(2,2)", state_labels = list( "s(3,1)" = "Start", "s(2,4)" = "-1", "s(1,4)" = "Goal: +1") ) gw_matrix(gw) gw_matrix(gw, what = "index") gw_matrix(gw, what = "labels") # gw_init has created the following information str(gw) # the transition function is stochastic so we cannot use the standard # gridworld function provided in gw$transition_prob() and we # have to replace it P <- function(model, action, start.state) { action <- match.arg(action, choices = A(model)) P <- structure(numeric(length(S(model))), names = S(model)) # absorbing states if (start.state %in% model$info$absorbing_states) { P[start.state] <- 1 return(P) } if (action %in% c("up", "down")) { error_direction <- c("right", "left") } else { error_direction <- c("up", "down") } rc <- gw_s2rc(start.state) delta <- list( up = c(-1, 0), down = c(+1, 0), right = c(0, +1), left = c(0, -1) ) # there are 3 directions. For blocked directions, stay in place # 1) action works .8 rc_new <- gw_rc2s(rc + delta[[action]]) if (rc_new %in% S(model)) P[rc_new] <- .8 else P[start.state] <- .8 # 2) off to the right .1 rc_new <- gw_rc2s(rc + delta[[error_direction[1]]]) if (rc_new %in% S(model)) P[rc_new] <- .1 else P[start.state] <- P[start.state] + .1 # 3) off to the left .1 rc_new <- gw_rc2s(rc + delta[[error_direction[2]]]) if (rc_new %in% S(model)) P[rc_new] <- .1 else P[start.state] <- P[start.state] + .1 P } P(gw, "up", "s(3,1)") R <- rbind( R_( value = -0.04), R_(end.state = "s(2,4)", value = -1 - 0.04), R_(end.state = "s(1,4)", value = +1 - 0.04), R_(start.state = "s(2,4)", value = 0), R_(start.state = "s(1,4)", value = 0) ) Maze <- MDP( name = "Stuart Russell's 3x4 Maze", discount = 1, horizon = Inf, states = gw$states, actions = gw$actions, start = "s(3,1)", transition_prob = P, reward = R, info = gw$info ) Maze str(Maze) gw_matrix(Maze) gw_matrix(Maze, what = "labels") gw_plot(Maze) # find absorbing (terminal) states absorbing_states(Maze) maze_solved <- solve_MDP(Maze) policy(maze_solved) gw_matrix(maze_solved, what = "values") gw_matrix(maze_solved, what = "actions") gw_plot(maze_solved)
Defines all the elements of a discrete-time finite state-space MDP problem.
MDP( states, actions, transition_prob, reward, discount = 0.9, horizon = Inf, start = "uniform", info = NULL, name = NA ) S(model) A(model) is_solved_MDP(model, stop = FALSE) is_converged_MDP(model, stop = FALSE) P_(action = NA, start.state = NA, end.state = NA, probability) R_(action = NA, start.state = NA, end.state = NA, value) epoch_to_episode(model, epoch)
MDP( states, actions, transition_prob, reward, discount = 0.9, horizon = Inf, start = "uniform", info = NULL, name = NA ) S(model) A(model) is_solved_MDP(model, stop = FALSE) is_converged_MDP(model, stop = FALSE) P_(action = NA, start.state = NA, end.state = NA, probability) R_(action = NA, start.state = NA, end.state = NA, value) epoch_to_episode(model, epoch)
states |
a character vector specifying the names of the states. |
actions |
a character vector specifying the names of the available actions. |
transition_prob |
Specifies the transition probabilities between states. |
reward |
Specifies the rewards dependent on action and states. |
discount |
numeric; discount rate between 0 and 1. |
horizon |
numeric; Number of epochs. |
start |
Specifies in which state the MDP starts. |
info |
A list with additional information. |
name |
a string to identify the MDP problem. |
model |
an |
stop |
logical; stop with an error. |
action |
action as a action label or integer. The value |
start.state , end.state
|
state as a state label or an integer. The value |
probability , value
|
Values used in the helper functions |
epoch |
integer; an epoch that should be converted to the corresponding episode in a time-dependent MDP. |
Markov decision processes (MDPs) are discrete-time stochastic control
process. We implement here MDPs with a finite state space.
MDP()
defines all the element of an MDP problem including the discount rate, the
set of states, the set of actions,the transition
probabilities, and the rewards.
In the following we use the following notation. The MDP is a 5-duple:
.
is the set of states;
is the set of actions;
are the conditional transition probabilities
between states;
is the reward function; and
is the discount factor. We will use lower case letters to
represent a member of a set, e.g.,
is a specific state. To refer to
the size of a set we will use cardinality, e.g., the number of actions is
.
:
'states', start.state', 'end.state'
:
'actions', 'action'
State names and actions can be specified as strings or index numbers
(e.g., start.state
can be specified as the index of the state in states
).
For the specification as data.frames below, NA
can be used to mean
any start.state
, end.state
or action
.
Transition probability to transition to state from given state
and action
. The transition probabilities can be
specified in the following ways:
A data.frame with columns exactly like the arguments of P_()
.
You can use rbind()
with helper function P_()
to create this data
frame. Probabilities can be specified multiple times and the definition that
appears last in the data.frame will take affect.
A named list of matrices, one for each action. Each matrix is square with
rows representing start states and columns representing end states
.
Instead of a matrix, also the strings
'identity'
or 'uniform'
can be specified.
A function with the following arguments:
A function with the argument list model
, action
, start.state
, end.state
which returns a single transition probability.
A function with the argument list model
, action
, start.state
which returns a transition probability vector for all end states. This vector can
be dense, a Matrix::sparseVector or a named vector only containing
the non-zero probabilities named by the corresponding end state.
The arguments action
, start.state
, and end.state
will be always
called with the state names as a character vectors of length 1.
The reward function can be specified in the following ways:
A data frame with columns named exactly like the arguments of R_()
.
You can use rbind()
with helper function R_()
to create this data frame. Rewards can be specified
multiple times and the definition that
appears last in the data.frame will take affect.
A named list of matrices, one for each action. Each matrix is square with
rows representing start states and columns representing end states
.
A function following the same rules as for transition probabilities.
To avoid overflow problems with rewards, reward values should stay well within the
range of
[-1e10, +1e10]
. -Inf
can be used as the reward for unavailable actions and
will be translated into a large negative reward for solvers that only support
finite reward values.
The start state of the agent can be a single state or a distribution over the states.
The start state definition is used as the default when the reward is calculated by reward()
and for sampling with sample_MDP()
.
Options to specify the start state are:
A string specifying the name of a single starting state.
An integer in the range to
to specify the index of a single starting state.
The string "uniform"
where the start state is chosen using a uniform distribution over all states.
A probability distribution over the states. That is, a vector
of probabilities, that add up to
.
The default state state is a uniform distribution over all states.
The convenience functions S()
and A()
return the set of states and actions.
See accessors for accessing transition probabilities, rewards, and the start state distribution.
The function returns an object of class MDP which is list with
the model specification. solve_MDP()
reads the object and adds a list element called
'solution'
.
Michael Hahsler
Other MDP:
Q_values()
,
absorbing_states()
,
accessors
,
act()
,
available_actions()
,
bellman_update()
,
greedy_action()
,
gridworld
,
policy_evaluation()
,
regret()
,
sample_MDP()
,
solve_MDP()
,
transition_graph()
,
unreachable_states()
,
value_function()
Other MDP_examples:
Cliff_walking
,
DynaMaze
,
Maze
,
Windy_gridworld
# simple MDP example # # states: s1 s2 s3 s4 # transitions: forward moves -> and backward moves <- # start: s1 # reward: s1, s2, s4 = 0 and s3 = 1 car <- MDP( states = c("s1", "s2", "s3", "s4"), actions = c("forward", "back", "stop"), transition <- list( forward = rbind(c(0, 1, 0, 0), c(0, 0, 1, 0), c(0, 0, 0, 1), c(0, 0, 0, 1)), back = rbind(c(1, 0, 0, 0), c(1, 0, 0, 0), c(0, 1, 0, 0), c(0, 0, 1, 0)), stop = "identity" ), reward = rbind( R_(value = 0), R_(end.state = "s3", value = 1) ), discount = 0.9, start = "s1", name = "Simple Car MDP" ) car # internal representation str(car) # accessing elements S(car) A(car) start_vector(car, sparse = "states") transition_matrix(car) transition_matrix(car, sparse = TRUE) reward_matrix(car) reward_matrix(car, sparse = TRUE) sol <- solve_MDP(car) sol policy(sol)
# simple MDP example # # states: s1 s2 s3 s4 # transitions: forward moves -> and backward moves <- # start: s1 # reward: s1, s2, s4 = 0 and s3 = 1 car <- MDP( states = c("s1", "s2", "s3", "s4"), actions = c("forward", "back", "stop"), transition <- list( forward = rbind(c(0, 1, 0, 0), c(0, 0, 1, 0), c(0, 0, 0, 1), c(0, 0, 0, 1)), back = rbind(c(1, 0, 0, 0), c(1, 0, 0, 0), c(0, 1, 0, 0), c(0, 0, 1, 0)), stop = "identity" ), reward = rbind( R_(value = 0), R_(end.state = "s3", value = 1) ), discount = 0.9, start = "s1", name = "Simple Car MDP" ) car # internal representation str(car) # accessing elements S(car) A(car) start_vector(car, sparse = "states") transition_matrix(car) transition_matrix(car, sparse = TRUE) reward_matrix(car) reward_matrix(car, sparse = TRUE) sol <- solve_MDP(car) sol policy(sol)
Extracts the policy from a solved model or create a policy. All policies are deterministic.
policy(model, epoch = NULL, drop = TRUE) add_policy(model, policy) random_policy( model, prob = NULL, estimate_V = FALSE, only_available_actions = FALSE, ... ) manual_policy(model, actions, V = NULL, estimate_V = FALSE) induced_transition_matrix(model, policy = NULL, epoch = 1L) induced_reward_matrix(model, policy = NULL, epoch = 1L)
policy(model, epoch = NULL, drop = TRUE) add_policy(model, policy) random_policy( model, prob = NULL, estimate_V = FALSE, only_available_actions = FALSE, ... ) manual_policy(model, actions, V = NULL, estimate_V = FALSE) induced_transition_matrix(model, policy = NULL, epoch = 1L) induced_reward_matrix(model, policy = NULL, epoch = 1L)
model |
A solved MDP object. |
epoch |
return the policy of the given epoch. |
drop |
logical; drop the list for converged, epoch-independent policies. |
policy |
a policy data.frame. |
prob |
probability vector for random actions for |
estimate_V |
logical; estimate the value function
using |
only_available_actions |
logical; only sample from available actions?
(see |
... |
is passed on to |
actions |
a vector with the action (either the action label or the numeric id) for each state. |
V |
a vector representing the value function for the policy. If |
policy()
extracts the (deterministic) policy from a solved MDP in the form of a
a data.frame with columns for:
state
: The state.
V
: The state values if the policy is followed.
action
: The prescribed action.
For unconverged, finite-horizon problems, the solution is a policy for each epoch. This is returned as a list of data.frames.
add_policy()
adds a policy to an existing MDP object.
random_policy()
and manual_policy()
construct new policies.
induced_transition_matrix()
returns the single transition matrix which follows
the actions specified in a policy.
policy()
, random_policy()
and manual_policy()
return a data.frame
containing the policy. If drop = FALSE
then the policy is returned
as a list with the policy for each epoch.
add_policy()
returns an MDP object.
induced_transition_matrix
returns a single transition matrix.
The model description with the added policy.
Michael Hahsler
Other policy:
Q_values()
,
action()
,
bellman_update()
,
greedy_action()
,
policy_evaluation()
,
regret()
,
reward()
,
value_function()
,
visit_probability()
data("Maze") sol <- solve_MDP(Maze) sol ## policy with value function and optimal action. policy(sol) plot_value_function(sol) gw_plot(sol) induced_transition_matrix(sol) ## create a random policy pi_random <- random_policy(Maze, estimate_V = TRUE) pi_random gw_plot(add_policy(Maze, pi_random)) ## create a manual policy (go up and in some squares to the right) acts <- rep("up", times = length(Maze$states)) names(acts) <- Maze$states acts[c("s(1,1)", "s(1,2)", "s(1,3)")] <- "right" acts pi_manual <- manual_policy(Maze, acts, estimate_V = TRUE) pi_manual gw_plot(add_policy(Maze, pi_manual)) ## Finite horizon (we use incremental pruning because grid does not converge) sol <- solve_MDP(model = Maze, horizon = 3) sol policy(sol) gw_plot(sol, epoch = 1) gw_plot(sol, epoch = 2) gw_plot(sol, epoch = 3)
data("Maze") sol <- solve_MDP(Maze) sol ## policy with value function and optimal action. policy(sol) plot_value_function(sol) gw_plot(sol) induced_transition_matrix(sol) ## create a random policy pi_random <- random_policy(Maze, estimate_V = TRUE) pi_random gw_plot(add_policy(Maze, pi_random)) ## create a manual policy (go up and in some squares to the right) acts <- rep("up", times = length(Maze$states)) names(acts) <- Maze$states acts[c("s(1,1)", "s(1,2)", "s(1,3)")] <- "right" acts pi_manual <- manual_policy(Maze, acts, estimate_V = TRUE) pi_manual gw_plot(add_policy(Maze, pi_manual)) ## Finite horizon (we use incremental pruning because grid does not converge) sol <- solve_MDP(model = Maze, horizon = 3) sol policy(sol) gw_plot(sol, epoch = 1) gw_plot(sol, epoch = 2) gw_plot(sol, epoch = 3)
Estimate the value function for a policy applied to a model by repeatedly applying the Bellman operator.
policy_evaluation( model, pi = NULL, V = NULL, k_backups = 1000L, theta = 0.001, progress = TRUE, verbose = FALSE ) policy_evaluation_LP(model, pi = NULL, inf = 1000, verbose = FALSE, ...)
policy_evaluation( model, pi = NULL, V = NULL, k_backups = 1000L, theta = 0.001, progress = TRUE, verbose = FALSE ) policy_evaluation_LP(model, pi = NULL, inf = 1000, verbose = FALSE, ...)
model |
an MDP problem specification. |
pi |
a policy as a data.frame with at least columns for states and action. If |
V |
a vector with estimated state values representing a value function.
If |
k_backups |
number of look ahead steps used for approximate policy evaluation
used by the policy iteration method. Set k_backups to |
theta |
stop when the largest state Bellman error ( |
progress |
logical; show a progress bar with estimated time for completion. |
verbose |
logical; should progress and approximation errors be printed. |
inf |
value used to replace infinity for |
... |
further arguments are ignored |
The value function for a policy can be estimated (called policy evaluation) by repeatedly applying the Bellman operator
till convergence.
In each iteration, all state values are updated. In this implementation updating is stopped when the largest state Bellman error is below a threshold.
Or if k_backups
iterations have been completed.
a vector with (approximate) state values (U).
Michael Hahsler
Sutton, R. S., Barto, A. G. (2020). Reinforcement Learning: An Introduction. Second edition. The MIT Press.
Other MDP:
MDP()
,
Q_values()
,
absorbing_states()
,
accessors
,
act()
,
available_actions()
,
bellman_update()
,
greedy_action()
,
gridworld
,
regret()
,
sample_MDP()
,
solve_MDP()
,
transition_graph()
,
unreachable_states()
,
value_function()
Other policy:
Q_values()
,
action()
,
bellman_update()
,
greedy_action()
,
policy()
,
regret()
,
reward()
,
value_function()
,
visit_probability()
data(Maze) Maze # create several policies: # 1. optimal policy using value iteration maze_solved <- solve_MDP(Maze, method = "value_iteration") pi_opt <- policy(maze_solved) pi_opt # 2. a manual policy (go up and in some squares to the right) acts <- rep("up", times = length(Maze$states)) names(acts) <- Maze$states acts[c("s(1,1)", "s(1,2)", "s(1,3)")] <- "right" pi_manual <- manual_policy(Maze, acts) pi_manual # 3. a random policy set.seed(1234) pi_random <- random_policy(Maze) pi_random # 4. an improved policy based on one policy evaluation and # policy improvement step. V <- policy_evaluation(Maze, pi_random) Q <- Q_values(Maze, V) pi_greedy <- greedy_policy(Q) pi_greedy #' compare the approx. value functions for the policies (we restrict #' the number of backups for the random policy since it may not converge) rbind( random = policy_evaluation(Maze, pi_random, k_backups = 100), manual = policy_evaluation(Maze, pi_manual), greedy = policy_evaluation(Maze, pi_greedy), optimal = policy_evaluation(Maze, pi_opt) )
data(Maze) Maze # create several policies: # 1. optimal policy using value iteration maze_solved <- solve_MDP(Maze, method = "value_iteration") pi_opt <- policy(maze_solved) pi_opt # 2. a manual policy (go up and in some squares to the right) acts <- rep("up", times = length(Maze$states)) names(acts) <- Maze$states acts[c("s(1,1)", "s(1,2)", "s(1,3)")] <- "right" pi_manual <- manual_policy(Maze, acts) pi_manual # 3. a random policy set.seed(1234) pi_random <- random_policy(Maze) pi_random # 4. an improved policy based on one policy evaluation and # policy improvement step. V <- policy_evaluation(Maze, pi_random) Q <- Q_values(Maze, V) pi_greedy <- greedy_policy(Q) pi_greedy #' compare the approx. value functions for the policies (we restrict #' the number of backups for the random policy since it may not converge) rbind( random = policy_evaluation(Maze, pi_random, k_backups = 100), manual = policy_evaluation(Maze, pi_manual), greedy = policy_evaluation(Maze, pi_greedy), optimal = policy_evaluation(Maze, pi_opt) )
Several useful functions to deal with Q-values (action values) which map each state/action pair to a utility value.
Q_values(model, V = NULL) Q_zero(model, value = 0) Q_random(model, min = 1e-06, max = 1)
Q_values(model, V = NULL) Q_zero(model, value = 0) Q_random(model, min = 1e-06, max = 1)
model |
an MDP problem specification. |
V |
the state values. If |
value |
value to initialize the Q-value matrix. Default is 0. |
min , max
|
range of the random values |
Implemented functions are:
Q_values()
approximates
Q values for a given model and value function using the Bellman
optimality equation:
Exact Q values are calculated if , the optimal value function,
otherwise we get an approximation that might not
be consistent with
or the implied policy.
Q values can be used as the input for several other functions.
Q_zero()
and Q_random()
create initial Q value matrices for algorithms.
Q_values()
returns a state by action matrix specifying the Q-function,
i.e., the action value for executing each action in each state. The Q-values
are calculated from the value function (U) and the transition model.
Q_zero()
and Q_random
return a matrix with q-values.
Michael Hahsler
Sutton, R. S., Barto, A. G. (2020). Reinforcement Learning: An Introduction. Second edition. The MIT Press.
Other MDP:
MDP()
,
absorbing_states()
,
accessors
,
act()
,
available_actions()
,
bellman_update()
,
greedy_action()
,
gridworld
,
policy_evaluation()
,
regret()
,
sample_MDP()
,
solve_MDP()
,
transition_graph()
,
unreachable_states()
,
value_function()
Other policy:
action()
,
bellman_update()
,
greedy_action()
,
policy()
,
policy_evaluation()
,
regret()
,
reward()
,
value_function()
,
visit_probability()
data(Maze) Maze # create a random policy and calculate q-values pi_random <- random_policy(Maze) pi_random V <- policy_evaluation(Maze, pi_random) V # calculate Q values Q <- Q_values(Maze, V) Q
data(Maze) Maze # create a random policy and calculate q-values pi_random <- random_policy(Maze) pi_random V <- policy_evaluation(Maze, pi_random) V # calculate Q values Q <- Q_values(Maze, V) Q
Calculates the regret and related measures for a policy relative to a benchmark policy.
regret(policy, benchmark, start = NULL, ...) action_discrepancy(policy, benchmark, weighted = FALSE, proportion = FALSE) value_error(policy, benchmark, type = "RMSVE", weighted = FALSE)
regret(policy, benchmark, start = NULL, ...) action_discrepancy(policy, benchmark, weighted = FALSE, proportion = FALSE) value_error(policy, benchmark, type = "RMSVE", weighted = FALSE)
policy |
a solved MDP containing the policy to calculate the regret for. |
benchmark |
a solved MDP with the (optimal) policy. Regret is calculated relative to this policy. |
start |
start state distribution. If NULL then the start state of the |
... |
further arguments are passed on to |
weighted |
logical; should mismatched actions or state value errors be weighted by the state visit probability for the benchmark? Rarely or never visited states will have now less influence on the measure. |
proportion |
logical; should the action discrepancy be reported as a proportion of states with a different action. |
type |
type of error root mean square value error ( |
relative |
logical; should the relative regret (regret divided by the reward of the benchmark) be calculated? |
Regret for a policy is defined as
where represents the expected long-term
state value for following policy
and the starting
in state
(or a start distribution).
The relative regret is calculated as
Note that for regret, usually the optimal policy is used as the benchmark.
Since the optimal policy may not be known, regret relative to the best known policy can be used.
Regret is only valid with converged value functions. This means that either the
solver has converged, or the value function was estimated for the policy using
converged policy_evaluation()
.
The action discrepancy measures the difference between two policies as the number of states for which the prescribed action in the policies differs. Often, a policy is compared to the best known policy called the benchmark policy.
Some times two actions are equivalent (have the same q-value) and the algorithm breaks the tie randomly. The implementation accounts for this case.
The action discrepancy can be calculated as a proportion of different actions
or be weighted by the state visit probability given the benchmark policy. Both
weighted and proportional action discrepancy is scaled in .
The root mean value error
is the sum of the squared differences of
state values between a solution's value function and the optimal value function.
For , the
value function of the benchmark solution is used.
Related measures like MSVE (means squared value error),
MAVE (means absolute value error),
AVE (absolute value error) and VE (value error)
are also provided.
The error can also be weighted by the state visit probability given the benchmark policy. This results in the expected error with respect to the state visit distribution of the benchmark policy. This may be important to evaluate methods that focus only on estimating the value function for states that are actually visited using the policy.
regret()
returns the regret as a difference of expected long-term rewards.
action_discrepancy()
returns the number or proportion of diverging actions.
mean_value_error()
returns the mean squared or absolute difference in the
value function.
Michael Hahsler
Other MDP:
MDP()
,
Q_values()
,
absorbing_states()
,
accessors
,
act()
,
available_actions()
,
bellman_update()
,
greedy_action()
,
gridworld
,
policy_evaluation()
,
sample_MDP()
,
solve_MDP()
,
transition_graph()
,
unreachable_states()
,
value_function()
Other policy:
Q_values()
,
action()
,
bellman_update()
,
greedy_action()
,
policy()
,
policy_evaluation()
,
reward()
,
value_function()
,
visit_probability()
data(Maze) sol_optimal <- solve_MDP(Maze) # a manual policy (go up and in some squares to the right) acts <- rep("up", times = length(Maze$states)) names(acts) <- Maze$states acts[c("s(1,1)", "s(1,2)", "s(1,3)")] <- "right" sol_manual <- add_policy(Maze, manual_policy(Maze, acts, estimate_V = TRUE)) # compare the policies side-by-side cbind(opt = policy(sol_optimal), manual = policy(sol_manual)) # the regret is very small. It is about 4.8% of the optimal reward regret(sol_manual, benchmark = sol_optimal) regret(sol_manual, benchmark = sol_optimal, relative = TRUE) # The number of different actions (excluding equivalent actions) is 3. # This about 27% of the actions in the policy. action_discrepancy(sol_manual, benchmark = sol_optimal) action_discrepancy(sol_manual, benchmark = sol_optimal, proportion = TRUE) # Weighted by the probability that a state will be visited shows that only 2.3% of the time a different action would be used. action_discrepancy(sol_manual, benchmark = sol_optimal, weighted = TRUE) value_error(sol_manual, benchmark = sol_optimal, type = "VE") value_error(sol_manual, benchmark = sol_optimal, type = "MAVE") value_error(sol_manual, benchmark = sol_optimal, type = "RMSVE") # Weighting shows that the expected MAVE (expectation taken over the # benchmark policy) is rather small. value_error(sol_manual, benchmark = sol_optimal, type = "MAVE", weighted = TRUE)
data(Maze) sol_optimal <- solve_MDP(Maze) # a manual policy (go up and in some squares to the right) acts <- rep("up", times = length(Maze$states)) names(acts) <- Maze$states acts[c("s(1,1)", "s(1,2)", "s(1,3)")] <- "right" sol_manual <- add_policy(Maze, manual_policy(Maze, acts, estimate_V = TRUE)) # compare the policies side-by-side cbind(opt = policy(sol_optimal), manual = policy(sol_manual)) # the regret is very small. It is about 4.8% of the optimal reward regret(sol_manual, benchmark = sol_optimal) regret(sol_manual, benchmark = sol_optimal, relative = TRUE) # The number of different actions (excluding equivalent actions) is 3. # This about 27% of the actions in the policy. action_discrepancy(sol_manual, benchmark = sol_optimal) action_discrepancy(sol_manual, benchmark = sol_optimal, proportion = TRUE) # Weighted by the probability that a state will be visited shows that only 2.3% of the time a different action would be used. action_discrepancy(sol_manual, benchmark = sol_optimal, weighted = TRUE) value_error(sol_manual, benchmark = sol_optimal, type = "VE") value_error(sol_manual, benchmark = sol_optimal, type = "MAVE") value_error(sol_manual, benchmark = sol_optimal, type = "RMSVE") # Weighting shows that the expected MAVE (expectation taken over the # benchmark policy) is rather small. value_error(sol_manual, benchmark = sol_optimal, type = "MAVE", weighted = TRUE)
This function calculates the expected total reward for an MDP policy given a start state (distribution). The value is calculated using the value function stored in the MDP solution.
reward(model, ...) ## S3 method for class 'MDP' reward(model, start = NULL, method = "solution", ...)
reward(model, ...) ## S3 method for class 'MDP' reward(model, start = NULL, method = "solution", ...)
model |
a solved MDP object. |
... |
further arguments are passed on to |
start |
specification of the current state (see argument start in MDP for details). By default the start state defined in the model as start is used. Multiple states can be specified as rows in a matrix. |
method |
|
The reward is typically calculated using the value function
of the solution. If these are not available, then sample_MDP()
is
used instead with a warning.
reward()
returns a vector of reward values, one for each belief if a matrix is specified.
state |
start state to calculate the reward for. if |
Michael Hahsler
Other policy:
Q_values()
,
action()
,
bellman_update()
,
greedy_action()
,
policy()
,
policy_evaluation()
,
regret()
,
value_function()
,
visit_probability()
data("Maze") Maze gw_matrix(Maze) sol <- solve_MDP(Maze) policy(sol) # reward for the start state s(3,1) specified in the model reward(sol) # reward for starting next to the goal at s(1,3) reward(sol, start = "s(1,3)") # expected reward when we start from a random state reward(sol, start = "uniform") reward(sol, method = "sample", start = "uniform", horizon = 100)
data("Maze") Maze gw_matrix(Maze) sol <- solve_MDP(Maze) policy(sol) # reward for the start state s(3,1) specified in the model reward(sol) # reward for starting next to the goal at s(1,3) reward(sol, start = "s(1,3)") # expected reward when we start from a random state reward(sol, start = "uniform") reward(sol, method = "sample", start = "uniform", horizon = 100)
Rounds a vector such that the sum of 1 is preserved. Rounds a matrix such that each row sum up to 1. One entry is adjusted after rounding such that the rounding error is the smallest.
round_stochastic(x, digits = 7)
round_stochastic(x, digits = 7)
x |
a stochastic vector or a row-stochastic matrix. |
digits |
number of digits for rounding. |
The rounded vector or matrix.
# regular rounding would not sum up to 1 x <- c(0.333, 0.334, 0.333) round_stochastic(x) round_stochastic(x, digits = 2) round_stochastic(x, digits = 1) round_stochastic(x, digits = 0) # round a stochastic matrix m <- matrix(runif(15), ncol = 3) m <- sweep(m, 1, rowSums(m), "/") m round_stochastic(m, digits = 2) round_stochastic(m, digits = 1) round_stochastic(m, digits = 0)
# regular rounding would not sum up to 1 x <- c(0.333, 0.334, 0.333) round_stochastic(x) round_stochastic(x, digits = 2) round_stochastic(x, digits = 1) round_stochastic(x, digits = 0) # round a stochastic matrix m <- matrix(runif(15), ncol = 3) m <- sweep(m, 1, rowSums(m), "/") m round_stochastic(m, digits = 2) round_stochastic(m, digits = 1) round_stochastic(m, digits = 0)
Sample trajectories through an MDP. The start state for each trajectory is randomly chosen using the specified belief. The belief is used to choose actions from an epsilon-greedy policy and then update the state.
sample_MDP( model, n = 100, start = NULL, horizon = NULL, epsilon = NULL, exploring_starts = FALSE, delta_horizon = 0.001, trajectories = FALSE, engine = NULL, progress = TRUE, verbose = FALSE, ... )
sample_MDP( model, n = 100, start = NULL, horizon = NULL, epsilon = NULL, exploring_starts = FALSE, delta_horizon = 0.001, trajectories = FALSE, engine = NULL, progress = TRUE, verbose = FALSE, ... )
model |
an MDP model. |
n |
number of trajectories. |
start |
probability distribution over the states for choosing the starting states for the trajectories. Defaults to "uniform". |
horizon |
epochs end once an absorbing state is reached or after
the maximal number of epochs specified via |
epsilon |
the probability of random actions for using an epsilon-greedy policy. Default for solved models is 0 and for unsolved model 1. |
exploring_starts |
logical; randomly sample a start/action combination to start the episode from. |
delta_horizon |
precision used to determine the horizon for infinite-horizon problems. |
trajectories |
logical; return the complete trajectories. |
engine |
|
progress |
show a progress bar? |
verbose |
report used parameters |
... |
further arguments are ignored. |
The default is a
faster C++ implementation (engine = 'cpp'
).
A native R implementation is available (engine = 'r'
).
Both implementations support parallel execution using the package
foreach. To enable parallel execution, a parallel backend like
doparallel needs to be available needs to be registered (see
doParallel::registerDoParallel()
).
Note that small samples are slower using parallelization. Therefore, C++ simulations
with n * horizon less than 100,000 are always executed using a single worker.
A list with elements:
avg_reward
: The average discounted reward.
reward
: Reward for each trajectory.
action_cnt
: Action counts.
state_cnt
: State counts.
trajectories
: A data.frame with the trajectories. Each row
contains the episode
id, the time
step, the state s
,
the chosen action a
,
the reward r
, and the next state s_prime
. Trajectories are
only returned for trajectories = TRUE
.
Michael Hahsler
Other MDP:
MDP()
,
Q_values()
,
absorbing_states()
,
accessors
,
act()
,
available_actions()
,
bellman_update()
,
greedy_action()
,
gridworld
,
policy_evaluation()
,
regret()
,
solve_MDP()
,
transition_graph()
,
unreachable_states()
,
value_function()
# enable parallel simulation # doParallel::registerDoParallel() data(Maze) # solve the MDP for 5 epochs and no discounting sol <- solve_MDP(Maze, discount = 1) sol # V in the policy is and estimate of the state values when following the optimal policy. policy(sol) gw_matrix(sol, what = "action") ## Example 1: simulate 100 trajectories following the policy, # only the final belief state is returned sim <- sample_MDP(sol, n = 100, horizon = 10, verbose = TRUE) sim # Note that all simulations for this model start at s_1 and that the simulated avg. reward # is therefore an estimate to the value function for the start state s_1. policy(sol)[1, ] # Calculate proportion of actions taken in the simulation round_stochastic(sim$action_cnt / sum(sim$action_cnt), 2) # reward distribution hist(sim$reward) ## Example 2: simulate starting following a uniform distribution over all # states and return all trajectories sim <- sample_MDP(sol, n = 100, start = "uniform", horizon = 10, trajectories = TRUE ) head(sim$trajectories) # how often was each state visited? table(sim$trajectories$s)
# enable parallel simulation # doParallel::registerDoParallel() data(Maze) # solve the MDP for 5 epochs and no discounting sol <- solve_MDP(Maze, discount = 1) sol # V in the policy is and estimate of the state values when following the optimal policy. policy(sol) gw_matrix(sol, what = "action") ## Example 1: simulate 100 trajectories following the policy, # only the final belief state is returned sim <- sample_MDP(sol, n = 100, horizon = 10, verbose = TRUE) sim # Note that all simulations for this model start at s_1 and that the simulated avg. reward # is therefore an estimate to the value function for the start state s_1. policy(sol)[1, ] # Calculate proportion of actions taken in the simulation round_stochastic(sim$action_cnt / sum(sim$action_cnt), 2) # reward distribution hist(sim$reward) ## Example 2: simulate starting following a uniform distribution over all # states and return all trajectories sim <- sample_MDP(sol, n = 100, start = "uniform", horizon = 10, trajectories = TRUE ) head(sim$trajectories) # how often was each state visited? table(sim$trajectories$s)
Implementation of value iteration, modified policy iteration and other methods based on reinforcement learning techniques to solve finite state space MDPs.
solve_MDP(model, method = "value_iteration", ...) solve_MDP_DP( model, method = "value_iteration", horizon = NULL, discount = NULL, n = 1000L, error = 0.001, k_backups = 10L, V = NULL, matrix = TRUE, continue = FALSE, progress = TRUE, verbose = FALSE, ... ) solve_MDP_LP( model, method = "lp", horizon = NULL, discount = NULL, inf = 1000, verbose = FALSE, ... ) solve_MDP_MC( model, method = "MC_exploring_starts", horizon = NULL, discount = NULL, n = 100, ..., Q = NULL, epsilon = NULL, alpha = NULL, first_visit = TRUE, matrix = TRUE, continue = FALSE, progress = TRUE, verbose = FALSE ) solve_MDP_TD( model, method = "q_learning", horizon = NULL, discount = NULL, alpha = function(t, n) 1/n, alpha_expected_sarsa = 1, epsilon = 0.2, n = 1000, Q = 0, matrix = TRUE, continue = FALSE, progress = TRUE, verbose = FALSE ) solve_MDP_sampling( model, method = "q_planning", horizon = NULL, discount = NULL, alpha = function(t, n) 1/n, n = 1000, Q = NULL, continue = FALSE, progress = TRUE, verbose = FALSE )
solve_MDP(model, method = "value_iteration", ...) solve_MDP_DP( model, method = "value_iteration", horizon = NULL, discount = NULL, n = 1000L, error = 0.001, k_backups = 10L, V = NULL, matrix = TRUE, continue = FALSE, progress = TRUE, verbose = FALSE, ... ) solve_MDP_LP( model, method = "lp", horizon = NULL, discount = NULL, inf = 1000, verbose = FALSE, ... ) solve_MDP_MC( model, method = "MC_exploring_starts", horizon = NULL, discount = NULL, n = 100, ..., Q = NULL, epsilon = NULL, alpha = NULL, first_visit = TRUE, matrix = TRUE, continue = FALSE, progress = TRUE, verbose = FALSE ) solve_MDP_TD( model, method = "q_learning", horizon = NULL, discount = NULL, alpha = function(t, n) 1/n, alpha_expected_sarsa = 1, epsilon = 0.2, n = 1000, Q = 0, matrix = TRUE, continue = FALSE, progress = TRUE, verbose = FALSE ) solve_MDP_sampling( model, method = "q_planning", horizon = NULL, discount = NULL, alpha = function(t, n) 1/n, n = 1000, Q = NULL, continue = FALSE, progress = TRUE, verbose = FALSE )
model |
an MDP problem specification. |
method |
string; one of the following solution methods:
|
... |
further parameters are passed on to the solver function. |
horizon |
an integer with the number of epochs for problems with a
finite planning horizon. If set to |
discount |
discount factor in range |
n |
number of episodes used for learning. |
error |
value iteration: maximum Bellman error allowed for the convergence criterion. |
k_backups |
policy iteration: maximum number of Bellman backups used in
the iterative policy evaluation step. Policy evaluation typically converges earlier
with a maximum Bellman error less than |
V |
a vector with initial state values. If
|
matrix |
logical; if |
continue |
logical; Continue with an unconverged solution specified in |
progress |
logical; show a progress bar with estimated time for completion. |
verbose |
logical, if set to |
inf |
value used for infinity when calling |
Q |
a state-action value matrix. |
epsilon |
used for |
alpha |
step size as a function of the time step |
first_visit |
if |
alpha_expected_sarsa |
step size for expected Sarsa defaults to 1. Can be
a function like for |
Several solvers are available. Note that some solvers are only implemented for finite-horizon problems.
Implemented are the following dynamic programming methods (following Russell and Norvig, 2010):
(Modified) Policy Iteration (Howard 1960; Puterman and Shin 1978) starts with a random policy and iteratively performs a sequence of
(Approximate) policy evaluation to estimate the value function for the
current policy. Iterative policy evaluation can be approximated by
stopping early after k_backups
iterations
(see policy_evaluation()
. In this case the algorithm is called
modified policy iteration.
Policy improvement is performed by updating the policy to be greedy
(see greedy_policy()
)
with respect to the new value function.
The algorithm stops when it converges to a stable policy (i.e., no changes
between two iterations). Note that the policy typically stabilizes before
the value function converges.
Value Iteration (Bellman 1957) starts with
an arbitrary value function (by default all 0s) and iteratively
updates the value function for each state using the Bellman update
equation (see bellman_update()
).
The iteration
is terminated when the solution converges or the maximum of n
iterations
has been reached.
Approximate convergence is achieved
for discounted problems (with )
when the maximal value function change for any state
is
It can be shown that this means
that no state value is more than
from the value in the optimal value function. For undiscounted
problems, we use
.
A greedy policy is extracted from the final value function. Value iteration can be seen as policy iteration with policy evaluation truncated to one step.
Prioritized Sweeping (Moore and Atkeson, 1993; Andre et al., 1997; Li and Littman, 2008) approximate the optimal value function by iteratively adjusting one state at a time. While value and policy iteration sweep in every iteration through all states, prioritized sweeping updates states in the order given by their priority. The priority reflects how much a state value may change given the most recently updated other states that can be directly reached via an action. This update order often lead to faster convergence compared to sweeping the whole state space in regular value iteration.
We implement the two priority update strategies described as PS and GenPS by Li and Littman.
PS (Moore and Atkeson, 1993) updates the priority of a state
using:
where , i.e.,
the Bellman error for the updated state.
GenPS (Andre et al., 1997) updates all state priorities using their current Bellman error:
where
is a state's Bellman error.
The update method can be chosen using the additional parameter H_update
as the character string "PS_random"
, "PS_error"
or "GenPS"
.
The default is H_update = "GenPS"
. For PS, random means that the
priority vector is initialized with random values (larger than 0),
and error means they are initialized with the Bellman error as in
GenPS. However, this requires one complete sweep over all states.
This implementation stops updating when the largest priority values
over all states is less than the specified error
.
Since the algorithm does not sweep through the whole state space for each
iteration, n
is converted into an equivalent number of state updates
.
Note that policies converge earlier than value functions.
A linear programming formulation was developed by Manne (1960) and further described by Puterman (1996). For the optimal value function, the Bellman equation holds:
The maximization problem can reformulate as a minimization with a linear constraint for each state action pair. The optimal value function can be found by solving the following linear program:
subject to
This optimization problem finds the optimal value function and the optimal policy.
Note:
The discounting factor has to be strictly less than 1.
The used solver does not support infinity and a sufficiently large
value needs to be used instead (see parameter inf
).
Additional parameters to to solve_MDP
are passed on to lpSolve::lp()
.
The idea is to estimate the action value function for a policy as the average of sampled returns.
Monte Carlo control simulates a whole episode using the current behavior policy and uses the sampled reward to update the Q values. For on-policy methods, the behavior policy is updated to be greedy (i.e., optimal) with respect to the new Q values. Then the next episode is simulated till the predefined number of episodes is completed.
Implemented are the following temporal difference control methods described in Sutton and Barto (2020).
Monte Carlo Control with exploring Starts learns the optimal greedy policy. It uses the same greedy policy for behavior and target (on-policy learning). After each episode, the policy is updated to be greedy with respect to the current Q values. To make sure all states/action pairs are explored, it uses exploring starts meaning that new episodes are started at a randomly chosen state using a randomly chooses action.
On-policy Monte Carlo Control learns an epsilon-greedy policy which it uses for behavior and as the target policy (on-policy learning). An epsilon-greedy policy is used to provide exploration.
Off-policy Monte Carlo Control uses for behavior an arbitrary soft policy
(a soft policy has in each state a probability greater than 0 for all
possible actions).
We use an epsilon-greedy policy and the method learns a greedy policy using
importance sampling. Note: This method can only learn from the tail of the
sampled runs where greedy actions are chosen. This means that it is very
inefficient in learning the beginning portion of long episodes. This problem
is especially problematic when larger values for are used.
Implemented are several temporal difference control methods
described in Sutton and Barto (2020).
Note that the MDP transition and reward models are used
for these reinforcement learning methods only to sample from
the environment.
The algorithms use a step size parameter (learning rate) for the
updates and the exploration parameter
for
the
-greedy behavior policy.
If the model has absorbing states to terminate episodes, then no maximal episode length
(horizon
) needs to
be specified. To make sure that the algorithm does finish in a reasonable amount of time,
episodes are stopped after 1000 actions (with a warning). For models without absorbing states,
the episode length has to be specified via horizon
.
Q-Learning (Watkins and Dayan 1992) is an off-policy temporal difference method that uses
an -greedy behavior policy and learns a greedy target
policy.
Sarsa (Rummery and Niranjan 1994) is an on-policy method that follows and learns
an -greedy policy. The final
-greedy policy
is converted into a greedy policy.
Expected Sarsa (R. S. Sutton and Barto 2018). We implement an on-policy version that uses
the expected value under the current policy for the update.
It moves deterministically in the same direction as Sarsa would
move in expectation. Because it uses the expectation, we can
set the step size to large values and 1 is common.
A simple, not very effective, planning method proposed by Sutton and Barto (2020) in Chapter 8.
Random-sample one-step tabular Q-planning randomly selects a state/action pair and samples the resulting reward and next state from the model. This information is used to update a single Q-table value.
solve_MDP()
returns an object of class MDP which is a list with the
model specifications (model
), the solution (solution
).
The solution is a list with the elements:
policy
a list representing the policy graph. The list only has one
element for converged solutions.
converged
did the algorithm converge (NA
) for finite-horizon problems.
delta
final (value iteration and infinite-horizon only)
iterations
number of iterations to convergence (infinite-horizon only)
Michael Hahsler
Andre, D., Friedman, N., and Parr, R. 1997. "Generalized prioritized sweeping." In Advances in Neural Information Processing Systems 10, pp. 1001-1007. NeurIPS Proceedings
Bellman, Richard. 1957. "A Markovian Decision Process." Indiana University Mathematics Journal 6: 679-84. https://www.jstor.org/stable/24900506.
Howard, R. A. 1960. "Dynamic Programming and Markov Processes." Cambridge, MA: MIT Press.
Li, Lihong, and Michael Littman. 2008. "Prioritized Sweeping Converges to the Optimal Value Function." DCS-TR-631. Rutgers University. doi:10.7282/T3TX3JSX
Manne, Alan. 1960. "On the Job-Shop Scheduling Problem." Operations Research 8 (2): 219-23. doi:10.1287/opre.8.2.219.
Moore, Andrew, and C. G. Atkeson. 1993. "Prioritized Sweeping: Reinforcement Learning with Less Data and Less Real Time." Machine Learning 13 (1): 103–30. doi:10.1007/BF00993104.
Puterman, Martin L. 1996. Markov decision processes: discrete stochastic dynamic programming. John Wiley & Sons.
Puterman, Martin L., and Moon Chirl Shin. 1978. "Modified Policy Iteration Algorithms for Discounted Markov Decision Problems." Management Science 24: 1127-37. doi:10.1287/mnsc.24.11.1127.
Rummery, G., and Mahesan Niranjan. 1994. "On-Line Q-Learning Using Connectionist Systems." Techreport CUED/F-INFENG/TR 166. Cambridge University Engineering Department.
Russell, Stuart J., and Peter Norvig. 2020. Artificial Intelligence: A Modern Approach (4th Edition). Pearson. http://aima.cs.berkeley.edu/.
Sutton, R. 1988. "Learning to Predict by the Method of Temporal Differences." Machine Learning 3: 9-44. https://link.springer.com/article/10.1007/BF00115009.
Sutton, Richard S., and Andrew G. Barto. 2018. Reinforcement Learning: An Introduction. Second. The MIT Press. http://incompleteideas.net/book/the-book-2nd.html.
Watkins, Christopher J. C. H., and Peter Dayan. 1992. "Q-Learning." Machine Learning 8 (3): 279-92. doi:10.1007/BF00992698.
Other MDP:
MDP()
,
Q_values()
,
absorbing_states()
,
accessors
,
act()
,
available_actions()
,
bellman_update()
,
greedy_action()
,
gridworld
,
policy_evaluation()
,
regret()
,
sample_MDP()
,
transition_graph()
,
unreachable_states()
,
value_function()
data(Maze) Maze # use value iteration maze_solved <- solve_MDP(Maze, method = "value_iteration") maze_solved policy(maze_solved) # plot the value function U plot_value_function(maze_solved) # Gridworld solutions can be visualized gw_plot(maze_solved) # Use linear programming maze_solved <- solve_MDP(Maze, method = "lp") maze_solved policy(maze_solved) # use prioritized sweeping (which is known to be fast for mazes) maze_solved <- solve_MDP(Maze, method = "prioritized_sweeping") policy(maze_solved) # finite horizon maze_solved <- solve_MDP(Maze, method = "value_iteration", horizon = 3) policy(maze_solved) gw_plot(maze_solved, epoch = 1) gw_plot(maze_solved, epoch = 2) gw_plot(maze_solved, epoch = 3) # create a random policy where action n is very likely and approximate # the value function. We change the discount factor to .9 for this. Maze_discounted <- Maze Maze_discounted$discount <- .9 pi <- random_policy(Maze_discounted, prob = c(n = .7, e = .1, s = .1, w = 0.1) ) pi # compare the utility function for the random policy with the function for the optimal # policy found by the solver. maze_solved <- solve_MDP(Maze) policy_evaluation(Maze, pi, k_backup = 100) policy_evaluation(Maze, policy(maze_solved), k_backup = 100) # Note that the solver already calculates the utility function and returns it with the policy policy(maze_solved) # Learn a Policy using Q-Learning maze_learned <- solve_MDP(Maze, method = "q_learning", n = 100, horizon = 100) maze_learned maze_learned$solution policy(maze_learned) plot_value_function(maze_learned) gw_plot(maze_learned)
data(Maze) Maze # use value iteration maze_solved <- solve_MDP(Maze, method = "value_iteration") maze_solved policy(maze_solved) # plot the value function U plot_value_function(maze_solved) # Gridworld solutions can be visualized gw_plot(maze_solved) # Use linear programming maze_solved <- solve_MDP(Maze, method = "lp") maze_solved policy(maze_solved) # use prioritized sweeping (which is known to be fast for mazes) maze_solved <- solve_MDP(Maze, method = "prioritized_sweeping") policy(maze_solved) # finite horizon maze_solved <- solve_MDP(Maze, method = "value_iteration", horizon = 3) policy(maze_solved) gw_plot(maze_solved, epoch = 1) gw_plot(maze_solved, epoch = 2) gw_plot(maze_solved, epoch = 3) # create a random policy where action n is very likely and approximate # the value function. We change the discount factor to .9 for this. Maze_discounted <- Maze Maze_discounted$discount <- .9 pi <- random_policy(Maze_discounted, prob = c(n = .7, e = .1, s = .1, w = 0.1) ) pi # compare the utility function for the random policy with the function for the optimal # policy found by the solver. maze_solved <- solve_MDP(Maze) policy_evaluation(Maze, pi, k_backup = 100) policy_evaluation(Maze, policy(maze_solved), k_backup = 100) # Note that the solver already calculates the utility function and returns it with the policy policy(maze_solved) # Learn a Policy using Q-Learning maze_learned <- solve_MDP(Maze, method = "q_learning", n = 100, horizon = 100) maze_learned maze_learned$solution policy(maze_learned) plot_value_function(maze_learned) gw_plot(maze_learned)
Returns the transition model as an igraph object.
transition_graph( x, action = NULL, state_col = NULL, simplify_transitions = TRUE, remove_unavailable_actions = TRUE ) plot_transition_graph( x, action = NULL, state_col = NULL, simplify_transitions = TRUE, main = NULL, ... ) curve_multiple_directed(graph, start = 0.3)
transition_graph( x, action = NULL, state_col = NULL, simplify_transitions = TRUE, remove_unavailable_actions = TRUE ) plot_transition_graph( x, action = NULL, state_col = NULL, simplify_transitions = TRUE, main = NULL, ... ) curve_multiple_directed(graph, start = 0.3)
x |
object of class MDP. |
action |
the name or id of an action or a set of actions. By default the transition model for all actions is returned. |
state_col |
colors used to represent the states. |
simplify_transitions |
logical; combine parallel transition arcs into a single arc. |
remove_unavailable_actions |
logical; don't show arrows for unavailable actions. |
main |
a main title for the plot. |
... |
further arguments are passed on to |
graph |
The input graph. |
start |
The curvature at the two extreme edges. |
The transition model of an MDP is a Markov Chain. This function extracts the transition model as an igraph object.
returns the transition model as an igraph object.
Other MDP:
MDP()
,
Q_values()
,
absorbing_states()
,
accessors
,
act()
,
available_actions()
,
bellman_update()
,
greedy_action()
,
gridworld
,
policy_evaluation()
,
regret()
,
sample_MDP()
,
solve_MDP()
,
unreachable_states()
,
value_function()
data("Maze") g <- transition_graph(Maze) g plot_transition_graph(Maze) plot_transition_graph(Maze, vertex.size = 20, edge.label.cex = .1, edge.arrow.size = .5, margin = .5 ) ## Plot using the igraph library library(igraph) plot(g) # plot with a different layout plot(g, layout = igraph::layout_with_sugiyama, vertex.size = 20, edge.label.cex = .6 ) ## Use visNetwork (if installed) if (require(visNetwork)) { g_vn <- toVisNetworkData(g) nodes <- g_vn$nodes edges <- g_vn$edges visNetwork(nodes, edges) %>% visNodes(physics = FALSE) %>% visEdges(smooth = list(type = "curvedCW", roundness = .6), arrows = "to") }
data("Maze") g <- transition_graph(Maze) g plot_transition_graph(Maze) plot_transition_graph(Maze, vertex.size = 20, edge.label.cex = .1, edge.arrow.size = .5, margin = .5 ) ## Plot using the igraph library library(igraph) plot(g) # plot with a different layout plot(g, layout = igraph::layout_with_sugiyama, vertex.size = 20, edge.label.cex = .6 ) ## Use visNetwork (if installed) if (require(visNetwork)) { g_vn <- toVisNetworkData(g) nodes <- g_vn$nodes edges <- g_vn$edges visNetwork(nodes, edges) %>% visNodes(physics = FALSE) %>% visEdges(smooth = list(type = "curvedCW", roundness = .6), arrows = "to") }
Find or removes unreachable states using the transition model.
unreachable_states( model, horizon = Inf, sparse = "states", progress = TRUE, ... ) remove_unreachable_states(model, ...)
unreachable_states( model, horizon = Inf, sparse = "states", progress = TRUE, ... ) remove_unreachable_states(model, ...)
model |
a MDP object. |
horizon |
only states that can be reached within the horizon are reachable. |
sparse |
logical; return a sparse logical vector? |
progress |
logical; show a progress bar? |
... |
further arguments are passed on. |
The function unreachable_states()
checks if states
cannot be reached from any other state. It performs a depth-first
search which can be slow.
The search breaks cycles to avoid an infinite loop.
The search depth can be restricted using
horizon
.
The function remove_unreachable_states()
simplifies a model by
removing unreachable states from the model description.
unreachable_states()
returns a
logical vector indicating the unreachable states.
remove_unreachable_states()
returns a model with all
unreachable states removed.
Michael Hahsler
Other MDP:
MDP()
,
Q_values()
,
absorbing_states()
,
accessors
,
act()
,
available_actions()
,
bellman_update()
,
greedy_action()
,
gridworld
,
policy_evaluation()
,
regret()
,
sample_MDP()
,
solve_MDP()
,
transition_graph()
,
value_function()
# create a Maze with an unreachable state maze_unreach <- gw_read_maze( textConnection(c("XXXXXX", "XS X X", "X XXX", "X GX", "XXXXXX"))) gw_plot(maze_unreach) unreachable_states(maze_unreach) unreachable_states(maze_unreach, sparse = FALSE) maze <- remove_unreachable_states(maze_unreach) unreachable_states(maze) gw_plot(maze)
# create a Maze with an unreachable state maze_unreach <- gw_read_maze( textConnection(c("XXXXXX", "XS X X", "X XXX", "X GX", "XXXXXX"))) gw_plot(maze_unreach) unreachable_states(maze_unreach) unreachable_states(maze_unreach, sparse = FALSE) maze <- remove_unreachable_states(maze_unreach) unreachable_states(maze) gw_plot(maze)
Extracts the value function from a solved MDP.
value_function(model, drop = TRUE) plot_value_function( model, epoch = 1, legend = TRUE, col = NULL, ylab = "Value", las = 3, main = NULL, ... ) V_zero(model, value = 0) V_random(model, min = 1e-06, max = 1)
value_function(model, drop = TRUE) plot_value_function( model, epoch = 1, legend = TRUE, col = NULL, ylab = "Value", las = 3, main = NULL, ... ) V_zero(model, value = 0) V_random(model, min = 1e-06, max = 1)
model |
a solved MDP. |
drop |
logical; drop the list for converged, epoch-independent value functions. |
epoch |
epoch for finite time horizon solutions. |
legend |
logical; show legend. |
col , ylab , las
|
are passed on to |
main |
a main title for the plot. Defaults to the name of the problem. |
... |
further arguments are passed on to |
value |
value to initialize the value function with. Default is 0. |
min , max
|
minimum and maximum for the uniformly distributed random state values. |
the function as a numeric vector with one value for each state.
Michael Hahsler
Other policy:
Q_values()
,
action()
,
bellman_update()
,
greedy_action()
,
policy()
,
policy_evaluation()
,
regret()
,
reward()
,
visit_probability()
Other MDP:
MDP()
,
Q_values()
,
absorbing_states()
,
accessors
,
act()
,
available_actions()
,
bellman_update()
,
greedy_action()
,
gridworld
,
policy_evaluation()
,
regret()
,
sample_MDP()
,
solve_MDP()
,
transition_graph()
,
unreachable_states()
data("Maze") sol <- solve_MDP(Maze) sol value_function(sol) plot_value_function(sol) ## finite-horizon problem sol <- solve_MDP(Maze, horizon = 3) policy(sol) value_function(sol) plot_value_function(sol, epoch = 1) plot_value_function(sol, epoch = 2) plot_value_function(sol, epoch = 3) # For a gridworld we can also plot is like this gw_plot(sol, epoch = 1) gw_plot(sol, epoch = 2) gw_plot(sol, epoch = 3)
data("Maze") sol <- solve_MDP(Maze) sol value_function(sol) plot_value_function(sol) ## finite-horizon problem sol <- solve_MDP(Maze, horizon = 3) policy(sol) value_function(sol) plot_value_function(sol, epoch = 1) plot_value_function(sol, epoch = 2) plot_value_function(sol, epoch = 3) # For a gridworld we can also plot is like this gw_plot(sol, epoch = 1) gw_plot(sol, epoch = 2) gw_plot(sol, epoch = 3)
Calculates the state visit probability (the modified stationary distribution) when following a policy from the start state.
visit_probability(model, pi = NULL, start = NULL, method = "matrix", ...)
visit_probability(model, pi = NULL, start = NULL, method = "matrix", ...)
model |
a solved MDP object. |
pi |
the used policy. If missing the policy in
|
start |
specification of the start distribution. If missing the specification in
|
method |
calculate the modified stationary distribution using |
min_err |
repeats multiplying till the largest difference between
two consecutive vectors is less then |
The visit probability is the stationary distribution for the transition matrix induced by the policy. To account for absorbing states, we modify the transition matrix by setting all outgoing probabilities from absorbing states to 0.
The stationary distribution can be estimated as the sum of multiplying the start distribution repeatedly with the modified transition matrix induced by the policy. We stop multiplying when the largest difference between entries in the two consecutive vectors is less then the extra parameter:
min_err
stop criterion for the power iteration (default: 1e-6
).
The resulting vector is normalized to probabilities.
The stationary distribution is calculated using n
random walks. The state visit
counts are normalized to a probabilities.
Additional parameters are:
n
number of random walks (default 1000
).
horizon
maximal horizon used to stop a random walk if it has
not reached an absorbing state.
a visit probability vector over all states.
Michael Hahsler
Other policy:
Q_values()
,
action()
,
bellman_update()
,
greedy_action()
,
policy()
,
policy_evaluation()
,
regret()
,
reward()
,
value_function()
data("Maze") Maze sol <- solve_MDP(Maze) visit_probability(sol) # gw_matrix also can calculate the visit_probability. gw_matrix(sol, what = "visit_probability")
data("Maze") Maze sol <- solve_MDP(Maze) visit_probability(sol) # gw_matrix also can calculate the visit_probability. gw_matrix(sol, what = "visit_probability")
The Windy gridworld MDP example from Chapter 6 of the textbook "Reinforcement Learning: An Introduction."
An object of class MDP.
The gridworld has the following layout:
The grid world is represented as a 7 x 10 matrix of states. In the middle region the next states are shifted upward by wind (the strength in number of squares is given below each column). For example, if the agent is one cell to the right of the goal, then the action left takes the agent to the cell just above the goal.
No discounting is used (i.e., ).
Richard S. Sutton and Andrew G. Barto (2018). Reinforcement Learning: An Introduction Second Edition, MIT Press, Cambridge, MA.
Other MDP_examples:
Cliff_walking
,
DynaMaze
,
MDP()
,
Maze
Other gridworld:
Cliff_walking
,
DynaMaze
,
Maze
,
gridworld
data(Windy_gridworld) Windy_gridworld gw_matrix(Windy_gridworld) gw_matrix(Windy_gridworld, what = "labels") gw_plot(Windy_gridworld) # The Goal is an absorbing state absorbing_states(Windy_gridworld, sparse = "states") # visualize the transition graph gw_plot_transition_graph(Windy_gridworld) # solve using value iteration sol <- solve_MDP(Windy_gridworld) sol policy(sol) gw_plot(sol)
data(Windy_gridworld) Windy_gridworld gw_matrix(Windy_gridworld) gw_matrix(Windy_gridworld, what = "labels") gw_plot(Windy_gridworld) # The Goal is an absorbing state absorbing_states(Windy_gridworld, sparse = "states") # visualize the transition graph gw_plot_transition_graph(Windy_gridworld) # solve using value iteration sol <- solve_MDP(Windy_gridworld) sol policy(sol) gw_plot(sol)