Reinforcement Learning An Introduction 2nd Edition by Richard Sutton, Andrew Barto – Ebook PDF Instant Download/Delivery: 0262039249, 978-0262039246
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ISBN 10: 0262039249
ISBN 13: 978-0262039246
Author: Richard Sutton, Andrew Barto
The significantly expanded and updated new edition of a widely used text on reinforcement learning, one of the most active research areas in artificial intelligence.
Reinforcement learning, one of the most active research areas in artificial intelligence, is a computational approach to learning whereby an agent tries to maximize the total amount of reward it receives while interacting with a complex, uncertain environment. In Reinforcement Learning, Richard Sutton and Andrew Barto provide a clear and simple account of the field’s key ideas and algorithms. This second edition has been significantly expanded and updated, presenting new topics and updating coverage of other topics.
Like the first edition, this second edition focuses on core online learning algorithms, with the more mathematical material set off in shaded boxes. Part I covers as much of reinforcement learning as possible without going beyond the tabular case for which exact solutions can be found. Many algorithms presented in this part are new to the second edition, including UCB, Expected Sarsa, and Double Learning. Part II extends these ideas to function approximation, with new sections on such topics as artificial neural networks and the Fourier basis, and offers expanded treatment of off-policy learning and policy-gradient methods. Part III has new chapters on reinforcement learning’s relationships to psychology and neuroscience, as well as an updated case-studies chapter including AlphaGo and AlphaGo Zero, Atari game playing, and IBM Watson’s wagering strategy. The final chapter discusses the future societal impacts of reinforcement learning.
Reinforcement Learning An Introduction 2nd Table of contents:
1. Introduction
1.1. Reinforcement Learning
1.2. Examples
1.3. Elements of Reinforcement Learning
1.4. Limitations and Scope
1.5. An Extended Example: Tic-Tac-Toe
1.6. Summary
1.7. Early History of Reinforcement Learning
I: Tabular Solution Methods
2. Multi-armed Bandits
2.1. A k-armed Bandit Problem
2.2. Action-value Methods
2.3. The 10-armed Testbed
2.4. Incremental Implementation
2.5. Tracking a Nonstationary Problem
2.6. Optimistic Initial Values
2.7. Upper-Confidence-Bound Action Selection
2.8. Gradient Bandit Algorithms
2.9. Associative Search (Contextual Bandits)
2.10 Summary
3. Finite Markov Decision Processes
3.1. The Agent–Environment Interface
3.2. Goals and Rewards
3.3. Returns and Episodes
3.4. Unified Notation for Episodic and Continuing Tasks
3.5. Policies and Value Functions
3.6. Optimal Policies and Optimal Value Functions
3.7. Optimality and Approximation
3.8. Summary
4. Dynamic Programming
4.1. Policy Evaluation (Prediction)
4.2. Policy Improvement
4.3. Policy Iteration
4.4. Value Iteration
4.5. Asynchronous Dynamic Programming
4.6. Generalized Policy Iteration
4.7. Efficiency of Dynamic Programming
4.8. Summary
5. Monte Carlo Methods
5.1. Monte Carlo Prediction
5.2. Monte Carlo Estimation of Action Values
5.3. Monte Carlo Control
5.4. Monte Carlo Control without Exploring Starts
5.5. Off-policy Prediction via Importance Sampling
5.6. Incremental Implementation
5.7. Off-policy Monte Carlo Control
5.8. *Discounting-aware Importance Sampling
5.9. *Per-decision Importance Sampling
5.10. Summary
6. Temporal-Difference Learning
6.1. TD Prediction
6.2. Advantages of TD Prediction Methods
6.3. Optimality of TD(0)
6.4. Sarsa: On-policy TD Control
6.5. Q-learning: Off-policy TD Control
6.6. Expected Sarsa
6.7. Maximization Bias and Double Learning
6.8. Games, Afterstates, and Other Special Cases
6.9. Summary
7. n-step Bootstrapping
7.1. n-step TD Prediction
7.2. n-step Sarsa
7.3. n-step Off-policy Learning
7.4. *Per-decision Methods with Control Variates
7.5. Off-policy Learning Without Importance Sampling: The n-step Tree Backup Algorithm
7.6. *A Unifying Algorithm: n-step Q(σ)
7.7. Summary
8. Planning and Learning with Tabular Methods
8.1. Models and Planning
8.2. Dyna: Integrated Planning, Acting, and Learning
8.3. When the Model Is Wrong
8.4. Prioritized Sweeping
8.5. Expected vs. Sample Updates
8.6. Trajectory Sampling
8.7. Real-time Dynamic Programming
8.8. Planning at Decision Time
8.9. Heuristic Search
8.10. Rollout Algorithms
8.11. Monte Carlo Tree Search
8.12. Summary of the Chapter
8.13. Summary of Part I: Dimensions
II: Approximate Solution Methods
9. On-policy Prediction with Approximation
9.1. Value-function Approximation
9.2. The Prediction Objective (VE)
9.3. Stochastic-gradient and Semi-gradient Methods
9.4. Linear Methods
9.5. Feature Construction for Linear Methods
9.5.1. Polynomials
9.5.2. Fourier Basis
9.5.3. Coarse Coding
9.5.4. Tile Coding
9.5.5. Radial Basis Functions
9.6. Selecting Step-Size Parameters Manually
9.7. Nonlinear Function Approximation: Artificial Neural Networks
9.8. Least-Squares TD
9.9. Memory-based Function Approximation
9.10. Kernel-based Function Approximation
9.11. Looking Deeper at On-policy Learning: Interest and Emphasis
9.12. Summary
10. On-policy Control with Approximation
10.1. Episodic Semi-gradient Control
10.2. Semi-gradient n-step Sarsa
10.3. Average Reward: A New Problem Setting for Continuing Tasks
10.4. Deprecating the Discounted Setting
10.5. Differential Semi-gradient n-step Sarsa
10.6. Summary
11. *Off-policy Methods with Approximation
11.1. Semi-gradient Methods
11.2. Examples of Off-policy Divergence
11.3. The Deadly Triad
11.4. Linear Value-function Geometry
11.5. Gradient Descent in the Bellman Error
11.6. The Bellman Error is Not Learnable
11.7. Gradient-TD Methods
11.8. Emphatic-TD Methods
11.9. Reducing Variance
11.10. Summary
12. Eligibility Traces
12.1. The λ-return
12.2. TD(λ)
12.3. n-step Truncated λ-return Methods
12.4. Redoing Updates: Online λ-return Algorithm
12.5. True Online TD(λ)
12.6. *Dutch Traces in Monte Carlo Learning
12.7. Sarsa(λ)
12.8. Variable λ and γ
12.9. Off-policy Traces with Control Variates
12.10. Watkins’s Q(λ) to Tree-Backup(λ)
12.11. Stable Off-policy Methods with Traces
12.12. Implementation Issues
12.13. Conclusions
13. Policy Gradient Methods
13.1. Policy Approximation and its Advantages
13.2. The Policy Gradient Theorem
13.3. REINFORCE: Monte Carlo Policy Gradient
13.4. REINFORCE with Baseline
13.5. Actor–Critic Methods
13.6. Policy Gradient for Continuing Problems
13.7. Policy Parameterization for Continuous Actions
13.8. Summary
III: Looking Deeper
14. Psychology
14.1. Prediction and Control
14.2. Classical Conditioning
14.2.1. Blocking and Higher-order Conditioning
14.2.2. The Rescorla–Wagner Model
14.2.3. The TD Model
14.2.4. TD Model Simulations
14.3. Instrumental Conditioning
14.4. Delayed Reinforcement
14.5. Cognitive Maps
14.6. Habitual and Goal-directed Behavior
14.7. Summary
15. Neuroscience
15.1. Neuroscience Basics
15.2. Reward Signals, Reinforcement Signals, Values, and Prediction Errors
15.3. The Reward Prediction Error Hypothesis
15.4. Dopamine
15.5. Experimental Support for the Reward Prediction Error Hypothesis
15.6. TD Error/Dopamine Correspondence
15.7. Neural Actor–Critic
15.8. Actor and Critic Learning Rules
15.9. Hedonistic Neurons
15.10. Collective Reinforcement Learning
15.11. Model-based Methods in the Brain
15.12. Addiction
15.13. Summary
16. Applications and Case Studies
16.1. TD-Gammon
16.2. Samuel’s Checkers Player
16.3. Watson’s Daily-Double Wagering
16.4. Optimizing Memory Control
16.5. Human-level Video Game Play
16.6. Mastering the Game of Go
16.6.1. AlphaGo
16.6.2. AlphaGo Zero
16.7. Personalized Web Services
16.8. Thermal Soaring
17. Frontiers
17.1. General Value Functions and Auxiliary Tasks
17.2. Temporal Abstraction via Options
17.3. Observations and State
17.4. Designing Reward Signals
17.5. Remaining Issues
17.6. Experimental Support for the Reward Prediction Error Hypothesis
References
Index
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