Video summary
Returns, Value functions and MDPs
Main summary
Key takeaways
Main ideas and concepts
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Long-term objective via “return”
- The lecture motivates optimizing the long-term outcome, not just immediate rewards.
- Return is introduced as a standard notation:
- Let (T) be the timestamp when the episode ends (the end of the trajectory).
- Return is essentially the (possibly discounted) sum of future rewards until episode termination.
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Why maximizing immediate rewards can fail
- If you optimize reward at each near-term step independently, you can get:
- High rewards soon (e.g., at (T+1), (T+2))
- But end up in a bad future state where later rewards are poor.
- The correct goal is to choose actions so that the overall future return is maximized, even if some intermediate rewards are small.
- If you optimize reward at each near-term step independently, you can get:
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Return is complicated by random episode length
- (T) is random, not fixed.
- Example intuition:
- In chess or tic-tac-toe, the game may end at different move counts each run.
- Therefore the return (G_T) is also a random variable because it depends on when termination occurs and on stochastic transitions.
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Discounted return ((\gamma)-return)
- When the horizon is infinite (continuing forever), if (\gamma < 1) and individual rewards are bounded, the discounted sum converges (stays finite).
- Discount factor (\gamma) interpretation:
- (\gamma = 0) → optimize only the next immediate reward.
- Larger (\gamma) → rewards further in the future matter more.
- Concrete example (grasping robot intuition):
- If there’s a constant cost (e.g., -1) and a big reward (e.g., +100) when a goal is achieved:
- With (\gamma = 0.8), achieving sooner yields higher value because delayed success is multiplied by (\gamma^{\text{large exponent}}) (very small).
- If there’s a constant cost (e.g., -1) and a big reward (e.g., +100) when a goal is achieved:
- Tradeoff/policy dependence
- Choosing (\gamma) can make the optimal policy change substantially.
- (\gamma) is a free parameter that must be tuned, and different values can imply different “farsighted vs nearsighted” behaviors.
- No special “solvable” choice
- There is critique that (\gamma) can be awkward if the intended objective is “total reward” / “cumulative reward,” because discounting changes the objective itself.
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Mismatch in perspective: RL vs bandit communities
- RL “bandit” problems may be treated as single-sample/immediate learning episodes by RL practitioners.
- Bandit-theory researchers treat the interaction as the entire learning process (a full episode).
- Vocabulary mismatch exists (e.g., how bandits/long-term factors are framed).
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Average reward as an alternative (no (\gamma))
- Another return notion is average reward return:
- It avoids the discount parameter (\gamma).
- Issues:
- For infinite trajectories, the average may fail to converge unless additional assumptions hold.
- Example failure mode:
- Periodic reward sequences → averages can oscillate and thus the limit may not exist.
- Remedy concept:
- Cesàro limit: average across periods, then take the number of periods to infinity.
- Conceptual comparison:
- Discounted return includes (\gamma), giving temporal preferences.
- Average reward removes (\gamma), but has convergence/limit concerns.
- Another return notion is average reward return:
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Example of discounted vs average objective
- A toy “heaven vs hell” setup is used to show:
- With discounting, the preference between paths depends on (\gamma).
- With average reward, long-run averages can dominate so preferences can be more stable/independent of early transient effects.
- Main takeaway:
- Discounting changes what counts as optimal; it bakes temporal weighting into the objective.
- A toy “heaven vs hell” setup is used to show:
Value functions and policy conditioning
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Value function definitions
- Policy (\pi) determines not only the next action but the entire future behavior.
- (V^\pi) is the value function for policy (\pi):
- It represents the expected return when starting from a state (s) and then following policy (\pi).
- The expectation is over randomness from:
- Stochastic policy (the policy may pick different actions in the same state)
- Stochastic environment (state transitions can vary)
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Expectation must be conditioned on (\pi)
- Future rewards depend on actions chosen in the future, which depend on (\pi).
- Hence (V^\pi(s)) is explicitly defined as an expectation over trajectories generated by following (\pi).
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Difference between (V) and (Q) (state vs state-action)
- Earlier (Q)-style thinking gave a notion of “how good it is to take an action.”
- For (V^\pi), the policy fixes actions after the initial state:
- The first decision/action is the part tied to the current state when evaluating (V^\pi(s)).
- (Q^\pi(s,a)) would explicitly evaluate for a specific chosen action (a) in state (s).
Markov assumption and Markov Decision Processes (MDPs)
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Why history matters without assumptions
- In general, to predict the next state (s_{t+1}), you might need the full history.
- Example analogy: riding a bicycle might depend on more than the current state—it could depend on past momentum/velocity changes.
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Markov assumption (first-order)
- The lecture states the Markov assumption:
- The next state depends only on the current state and current action, not on the full past.
- Formally: [ P(s_{t+1} \mid \text{history}) = P(s_{t+1} \mid s_t, a_t). ]
- The lecture states the Markov assumption:
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Stationarity assumption
- The environment is assumed stationary:
- Transition and reward dynamics do not change over time.
- The environment is assumed stationary:
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MDP components needed to specify the problem
- To define a reinforcement learning problem (under the MDP framework), you need:
- State space: all possible states (s)
- Action set: actions (a) available in states
- Transition probabilities / transition function: how (s) evolves
- Reward model (expected reward / reward function)
- If using discounted return, also:
- Discount factor (\gamma)
- To define a reinforcement learning problem (under the MDP framework), you need:
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How joint distributions are factored (high-level)
- Instead of specifying the full joint distribution over ((s_{t+1}, r_{t+1})) directly, it can be specified via:
- Transition (P(s_{t+1} \mid s_t, a_t))
- Expected reward given (s_t, a_t, s_{t+1})
- Justification given:
- Because the objective optimizes expected return, knowing expectations (not full reward distributions) can be sufficient.
- Instead of specifying the full joint distribution over ((s_{t+1}, r_{t+1})) directly, it can be specified via:
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Definition: Markov Decision Process
- A system with:
- Markovian state evolution
- States, actions (decisions)
- Markovian reward/transitions
- is called a Markov Decision Process (MDP).
- A system with:
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Why value functions rely on the Markov property
- Value functions treat state value as depending only on the state (s), not on how the agent arrived there.
- This is only coherent if the Markov property holds (past history is irrelevant given current state).
- If Markov property is violated:
- value functions may still be used later, interpreted as marginalizing over histories (acknowledged as a practical workaround).
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Next steps
- The lecture ends by stating the next class will cover optimal value functions.
Speaker / sources featured
- No specific external sources are named.
- The only speaker referenced is the lecturer/professor delivering the lecture (no name given in the subtitles).