Video summary

REINFORCE

Main summary

Key takeaways

Educational

Main ideas / concepts conveyed

  • Policy parameterization

    • The parameters of a policy are denoted (\Theta).
    • (\Theta) may be composed of multiple parameters, e.g. [ \Theta = (\theta_1,\theta_2,\dots,\theta_K). ]

    • A specific choice of (\Theta) corresponds to one policy.

  • Performance measure for a policy

    • Define policy performance as expected payoff:
      • (EA(\theta)): performance/evaluation of the policy under parameter value (\theta).
    • Expected payoff is written using standard policy notation:

      • (\Pi(a;\Theta)) = probability of selecting action/arm (a) given parameters (\Theta).
      • The expected value becomes: [ EA(\Theta) = \sum_a \Pi(a;\Theta)\, Q^*(a). ]
    • Special case: deterministic policy

      • Only one action has probability 1; all others have probability 0.
      • Then the payoff reduces to the corresponding (Q^*(a)).
  • Gradient ascent on the performance

    • Since the true function form may be unknown, the method uses gradients with respect to (\Theta) to increase performance.
    • Gradient ascent idea:
      • If performance improves by changing (\Theta) in some direction, update (\Theta) toward that direction.
    • Uses an iterative process (small step updates) rather than solving in closed form.
  • Why “stochastic” updates are needed

    • The true quantity being optimized involves expectations, and the system is accessed via sampling:
      • You can sample actions according to the current policy (\Pi(a;\Theta)).
      • You observe rewards generated by the environment.
    • Because the gradient is estimated from samples, it can be noisy/wrong in any single step.
    • Stochastic gradient methods (general idea behind SGD, here used as “ascent”) work because:
      • Over many updates, the expected direction matches the true gradient direction.
  • How the gradient is estimated (policy gradient / REINFORCE derivation setup)

    • The derivation rewrites the gradient of the expected payoff into a form that looks like an expectation over trajectories/samples drawn from (\Pi).
    • Key condition:
      • For the manipulations (multiplying/dividing by (\Pi)) to work, (\Pi(a;\Theta)\neq 0) for all actions (a).
    • Sampling interpretation:
      • At each iteration, pull an arm/action sampled from (\Pi(\cdot;\Theta)).
      • Receive reward, related to (Q^(a)) (and (Q^) is itself an expectation).
    • The gradient estimate uses:
      • Observed reward samples
      • The derivative of the policy log-probability (e.g., terms like (\nabla_\Theta \log \Pi(a;\Theta)) / (\nabla_\Theta \Pi(a;\Theta)), depending on the algebra shown).
  • Update step structure for parameter updates

    • Two update modes are discussed:
      • Batch mode: fix (\Theta), sample (N) times, average, compute gradient, then update.
      • Incremental mode: update after (or per) each sampled experience.
    • Incremental update form: [ \Theta_{n+1} = \Theta_n + \Delta\Theta_n. ]

    • Reinforcement baseline (B_n) is introduced:

      • Add a term without changing the expected update direction, as long as (B_n) is not a function of the sampled action (i.e., not dependent on (a) in a way that changes the gradient’s unbiasedness).
      • Baseline intuition:
        • If reward is above baseline → push parameters to increase probability of that action.
        • If reward is below baseline → push parameters to decrease probability of that action.
      • Common baseline choice:
        • Average of past rewards (running mean).
  • Variance reduction vs. cost

    • Baseline typically:
      • reduces variance → more stable convergence
      • but may add computational/implementation overhead.
  • Actor-critic connection (mentioned as future topic)

    • When value estimates are learned alongside the policy:
      • (\Pi) acts as actor (policy)
      • (Q)-type estimates act as critic
    • This can address drawbacks of pure policy gradient methods like REINFORCE.
  • REINFORCE algorithm background

    • REINFORCE is attributed to Williams (1988).
    • Proposed in the context of neural networks.
    • Key theoretical point:
      • Even though the gradient is estimated from one sampled action (high variance),
      • the expected update points in the correct direction.
    • Practical drawback:
      • extremely slow due to high variance.
  • REINFORCE abbreviation

    • The expansion of “REINFORCE” is mentioned as unknown/forgotten by the speaker (humorously).

Methodology / workflow (REINFORCE / stochastic policy gradient)

1) Choose policy parameterization

  • Define a policy (\Pi(a;\Theta)) mapping parameters (\Theta) to action probabilities.
  • Ensure (\Pi(a;\Theta) > 0) for all actions (a) (required for the gradient estimation algebra).

2) Define the performance objective

  • Use expected payoff: [ EA(\Theta) = \sum_a \Pi(a;\Theta)\,Q^*(a). ]

3) Iteratively increase performance using gradient ascent

  • Update (\Theta) in the direction that increases (EA(\Theta)).
  • Because (Q^*(a)) is unknown/intractable, estimate gradients via sampling.

4) Estimate the gradient using samples

  • For current (\Theta):
    • sample (a \sim \Pi(\cdot;\Theta))
    • observe a reward sample from the environment dynamics
  • Construct a gradient estimator using:
    • reward samples
    • policy gradient terms (derivatives of policy probability/log-probability w.r.t. (\Theta))
  • Use either:
    • batch averaging over (N) samples, or
    • incremental per-sample updates.

5) Update parameters

  • Apply: [ \Theta_{n+1} = \Theta_n + \Delta\Theta_n ]

  • Use learning rate (\alpha_n) (or (\alpha)).

6) (Optional) Add a reinforcement baseline

  • Introduce (B_n) (baseline/reward centering term):
    • must not depend on the sampled action (a) to keep the expected gradient correct
  • Use an advantage-like term:
    • reward minus baseline (e.g., (R_n - B_n))
  • Typical choice:
    • (B_n =) running average of past rewards.

7) Continue iterations

  • Repeat: sample → estimate gradient → update (\Theta).
  • Convergence is discussed as correct in expectation over many updates, not necessarily per-step.

Special cases / examples given

  • Binary bandit (two actions)

    • Actions: (a \in {0,1})
    • Policy parameterization: [ \Pi(a=1;\Theta)=\Theta,\quad \Pi(a=0;\Theta)=1-\Theta. ]

    • Policy gradient terms become simple:

      • when (a=1): involves (1/\Theta)
      • when (a=0): involves (-1/(1-\Theta))
    • Learning rate choice discussed:
      • pick (\alpha\propto \Theta(1-\Theta)) to cancel constants.
    • Baseline chosen as (B=0).
    • Intuition (from the simplified example):
      • If action 1 yields reward 1 → (\Theta) updates upward.
      • If action 1 yields reward 0 → no update.
      • If action 0 yields reward 1 → update pushes (\Theta) downward.
  • Softmax for (K) discrete actions

    • Policy: [ \Pi(a=i;\Theta)=\frac{e^{\Theta_i/\Beta}}{\sum_{j} e^{\Theta_j/\Beta}}. ]

    • Homework suggestion:

      • derive REINFORCE updates under softmax action selection.
  • Continuous actions (conceptual motivation)

    • REINFORCE extends naturally to continuous action spaces.
    • Value-function approaches can be harder in continuous action settings.

Homework / tasks mentioned

  • Derive/update rules for specific setups
    • Derive REINFORCE update rules for:
      • softmax action selection (discrete case)
    • For continuous actions:
      • derive REINFORCE update rules for parameters of a distribution (hinted example: Gaussian policy parameters (\mu) and (\sigma)).
    • Homework also includes simplifying algebra using learning-rate choices ((\alpha)) to cancel constants.

Speakers / sources featured

  • Speaker: Not explicitly named in the subtitles (an instructor/lecturer presented the material).
  • Named source:
    • Williams (1988) — credited with proposing the REINFORCE algorithm (originally in the context of neural networks).

Original video