Solving Reinforcement Learning Racetrack Exercise with Off-policy Monte Carlo Control

Off-Policy Monte Carlo Control: Tackling the Reinforcement Learning Racetrack Challenge

Introduction:

In this post, we will explore a comprehensive exercise from the book “Reinforcement Learning: An Introduction” that challenges us to use the weighted importance sampling off-policy Monte Carlo method to find the fastest way for a race car to drive on a track. This exercise covers all the components of a reinforcement learning task, including the environment, agent, reward, actions, termination conditions, and algorithm. By solving this exercise, we can gain a solid understanding of the interaction between the algorithm and the environment, the importance of a correct task definition, and the impact of value initialization on training outcomes. Throughout this post, I will share my understanding and solution to this exercise, providing valuable insights for those interested in reinforcement learning.

Full Article: Off-Policy Monte Carlo Control: Tackling the Reinforcement Learning Racetrack Challenge

Using the Weighted Importance Sampling Off-Policy Monte Carlo Method to Find the Fastest Way to Drive on Both Tracks

In the section “Off-Policy Monte Carlo Control” of the book “Reinforcement Learning: An Introduction 2nd Edition” by an unnamed author, there is an interesting exercise that challenges us to find the fastest way to drive a race car on two tracks using the weighted importance sampling off-policy Monte Carlo method [1]. This exercise encompasses various components of a reinforcement learning task, including the environment, agent, reward system, actions, termination conditions, and algorithm. By solving this exercise, we can gain a deeper understanding of the interaction between the algorithm and environment, the importance of defining a correct episodic task, and how the value initialization impacts the training outcome. This article aims to share my understanding and solution to this exercise with those interested in reinforcement learning.

Understanding the Exercise

The exercise requires us to find a policy that allows the race car to drive from the starting line to the finishing line as quickly as possible without going off the track or into the gravel. After carefully reading the exercise description, I’ve identified some key points that are crucial for completing this task.

Map Representation

In this exercise, the maps are represented as 2D matrices where each cell’s value corresponds to the state of that cell. For example, we can use 0 to represent gravel, 1 for the track surface, 0.4 for the starting region, and 0.8 for the finishing line. Any coordinate outside the matrix can be considered out-of-bounds [1].

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Car Representation

The car’s position can be represented using the coordinates of the matrix [1].

Velocity and Control

The velocity space is discrete and consists of horizontal and vertical speeds, which can be represented as a tuple (row_speed, col_speed). The speed limit on both axes is (-5, 5), incrementing by +1, 0, or -1 on each axis in each step, resulting in nine possible actions. The speed cannot be zero, except at the starting line, and the vertical velocity (row speed) cannot be negative to prevent the car from moving back to the starting line [1].

Reward and Episode

In this exercise, the reward for each step before crossing the finishing line is -1. When the car goes off the track, it is reset to one of the starting cells. The episode ends only when the car successfully crosses the finishing line [1].

Starting States

The starting cell for the car is randomly chosen from the starting line, and the car’s initial speed is (0, 0) based on the exercise description [1].

Zero-Acceleration Challenge

The author proposes a small zero-acceleration challenge, where at each time step, with a probability of 0.1, the action taken has no effect, and the car remains at its previous speed. We can implement this challenge during training instead of adding it to the environment [1].

Building the Racetrack Environment

To tackle this exercise, we need to create a racetrack environment. The environment should have the following components/features.

Observation Space

The shape of the observation space in this environment is (num_rows, num_cols, row_speed, col_speed). The number of rows and columns varies between maps, but the speed space remains consistent across tracks. In the exercise, row speed observations consist of [-4, -3, -2, -1, 0], representing the car’s upward movement on the map. There are five possible row speeds. The column speed observations range from -4 to 4, resulting in nine possible column speeds. Therefore, the shape of the observation space in the racetrack example is (num_rows, num_cols, 5, 9) [1].

Number of Actions

There are nine possible actions in our implementation. To control the agent, we will create a dictionary in the environment class to map the integer action to the (row_speed, col_speed) tuple representation [1].

Reset and Step Functions

The environment should have a reset function that takes the car back to one of the starting cells when an episode ends or the car goes off the track. Additionally, a step function should be implemented, enabling the algorithm to interact with the environment by taking an action and returning information such as the next state, reward, termination status, and truncation status [1].

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State-Checking Functions

Two private functions should be included in the environment to check if the car has left the track or crossed the finishing line [1].

Rendering Functions

A rendering function is crucial for visualizing the environment and the agent’s behaviors. It helps ensure that the environment has been built correctly by displaying the game space and the agent’s actions [1].

Implementing the Racetrack Environment

With all the necessary components in place for the racetrack environment, we can test and verify its functionality. First, we render the gameplay to check if all the components are working smoothly. Afterwards, we turn off the render option and run the environment in the background to verify if the trajectory terminates correctly [1].

Implementing the Off-Policy MC Control Algorithm

The solution to this exercise involves implementing the off-policy MC control algorithm with the weighted importance sampling algorithm. This algorithm utilizes importance sampling to estimate expected values under one distribution given samples from another. Monte Carlo methods average sample returns to solve the reinforcement learning problem. The off-policy methods differ from on-policy methods by using separate policies for generating data and policy improvement [1].

Conclusion

In this exercise, we were tasked with finding the fastest way for a race car to drive on two tracks using the weighted importance sampling off-policy Monte Carlo method. By carefully considering the map representation, car representation, velocity and control, reward and episode criteria, starting states, and other aspects, we built a racetrack environment. This environment allows us to interact with the algorithm and implement the off-policy MC control algorithm. Through this exercise, we developed a deep understanding of the interaction between the algorithm and environment, the importance of proper task definition, and the significance of value initialization.

Summary: Off-Policy Monte Carlo Control: Tackling the Reinforcement Learning Racetrack Challenge

The exercise in the book “Reinforcement Learning: An Introduction” challenges us to use the weighted importance sampling off-policy Monte Carlo method to find the fastest way to drive a race car from the starting line to the finishing line. This exercise encompasses various components of reinforcement learning, such as the environment, agent, reward, actions, termination conditions, and the algorithm. Solving this exercise helps us understand the interaction between the algorithm and the environment, the importance of a correct episodic task definition, and the impact of value initialization on training outcomes. This article discusses the key points of the exercise, the construction of a racetrack environment, and the implementation of the off-policy MC control algorithm with weighted importance sampling.

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