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These are the user uploaded subtitles that are being translated: 1 00:00:01,090 --> 00:00:04,270 Hello and welcome back to the course on artificial intelligence. 2 00:00:04,290 --> 00:00:07,260 Today we're talking about the living penalty. 3 00:00:07,600 --> 00:00:13,540 All right so here we've got all Belman equation and as we've been going through this course we've been 4 00:00:13,540 --> 00:00:20,030 slowly making more and more complex so so far we've already added these probabilities in here. 5 00:00:20,200 --> 00:00:22,930 And also we've added the discounting factor. 6 00:00:22,930 --> 00:00:28,440 Now we're going to look at in more detail at this side of the question where we have the reward now. 7 00:00:28,480 --> 00:00:34,660 Remember previously when we talked about how reinforcement learning works we said we have an agent and 8 00:00:34,660 --> 00:00:41,290 it performs actions in the environment and in an exchange or as a result of that it gets a new state 9 00:00:41,320 --> 00:00:45,600 and which is now in and a reward for that action. 10 00:00:45,610 --> 00:00:52,210 Well so far in our example we've only been getting rewards at the very end either if we get to the finish 11 00:00:52,210 --> 00:00:58,640 line or if we for the agent ends up in the fire pit he gets a plus one or a minus one reward. 12 00:00:58,960 --> 00:01:05,770 But that is a very simplistic approach to reinforcement learning and in more realistic scenarios you 13 00:01:05,800 --> 00:01:11,050 will likely have rewards throughout the journey not just at the very end you might have rewards throughout 14 00:01:11,050 --> 00:01:11,380 the journey. 15 00:01:11,380 --> 00:01:20,680 For instance if it's an AI playing a game and if for example it's like shooting somebody in doom it 16 00:01:20,680 --> 00:01:26,320 might get points for killing that enemy or it might be a different other game. 17 00:01:26,470 --> 00:01:32,260 If it overtakes another car or something like that just because of the rules of the game not because 18 00:01:32,260 --> 00:01:39,400 of its way of analyzing the game but actually the game is structured in a way that it's reinforcing 19 00:01:39,400 --> 00:01:43,230 its giving points for doing certain actions even before the game is over. 20 00:01:43,540 --> 00:01:49,570 So Sinatras like that are very common and not just in games and also in real life and that's why we're 21 00:01:49,570 --> 00:01:55,120 going to introduce something similar into our example a simplified version of that but nevertheless 22 00:01:55,330 --> 00:02:01,180 a reward that is continuously given to the agent throughout the game not just at the end and the way 23 00:02:01,180 --> 00:02:04,450 we're going to do it is by looking at the other tiles. 24 00:02:04,450 --> 00:02:10,060 So right now we only have a reward plus one at the final tile and reward minus 1 at the other final 25 00:02:10,060 --> 00:02:11,530 tile the firepit. 26 00:02:11,800 --> 00:02:14,310 But now we're going to add rewards in every single time. 27 00:02:14,430 --> 00:02:17,770 We'll add a very small reward will be minus 0.04. 28 00:02:17,770 --> 00:02:23,440 And as you can see it's negative so every time the agent moves he'll get a negative reward and that's 29 00:02:23,440 --> 00:02:28,300 what's called a living penalty because no matter where he goes he will always get this negative reward 30 00:02:28,450 --> 00:02:31,000 except for these final tiles because that's the end of the game. 31 00:02:31,300 --> 00:02:35,120 And so you can see the reward even on this tile is madness or a puzzle. 32 00:02:35,170 --> 00:02:37,960 But that doesn't mean that he starts with that reward. 33 00:02:37,960 --> 00:02:39,470 He only gets this reward. 34 00:02:39,760 --> 00:02:44,860 And this is important to remember he only gets his reward when he enters a tile so whenever he he promised 35 00:02:44,860 --> 00:02:51,110 an action he goes here then he will get this reward minus 0.04 and then he comes back to this style 36 00:02:51,130 --> 00:02:53,650 he'll get another mind and 0.04 word. 37 00:02:53,770 --> 00:03:00,370 And so the longer he walks around the more he accumulates his negative reward and therefore is an incentive 38 00:03:00,370 --> 00:03:03,870 for him to finish the game earlier so quickly as possible. 39 00:03:03,890 --> 00:03:10,390 And so now let's have a look at how our policy or how the agents policy is going to change depending 40 00:03:10,420 --> 00:03:14,150 on what value we set for this reward. 41 00:03:14,410 --> 00:03:18,730 So here are four environments and in each one we're going to explore a different. 42 00:03:18,770 --> 00:03:21,070 We're not going to do the calculations. 43 00:03:21,130 --> 00:03:25,690 We're just going to project the results and you will see that intuitively they make total sense. 44 00:03:25,690 --> 00:03:31,820 So here we've got a reward for any step offer any for getting into any state. 45 00:03:32,050 --> 00:03:32,830 Is equal to zero. 46 00:03:32,830 --> 00:03:36,890 Just as what we've seen before here the reward is going to be Mei's 0.0. 47 00:03:36,910 --> 00:03:43,150 For what we just did just now you know the reward will be at minus 0.5 or the level of giving penalty 48 00:03:43,150 --> 00:03:47,690 will be mine is open fire so much higher you can see them here more than 10 times greater. 49 00:03:47,800 --> 00:03:50,170 And here are the living Penhall it will be minus two. 50 00:03:50,170 --> 00:03:59,050 So even more than the rewards you get for jumping or even less than the reward that you are the agent 51 00:03:59,050 --> 00:04:00,700 gets for ending up in the fire pit. 52 00:04:00,700 --> 00:04:07,660 So let's have a look at how the actions or the optimal policy for passing this environment will change 53 00:04:07,660 --> 00:04:09,160 depending on this reward. 54 00:04:09,170 --> 00:04:11,560 So this is our original policy. 55 00:04:11,920 --> 00:04:18,280 And as you can remember we had these two very interesting and even a little bit weird a decision by 56 00:04:18,280 --> 00:04:23,950 the agent but which totally makes sense if he can live for as long as he likes. 57 00:04:23,950 --> 00:04:29,530 If you can just travel around for as long as he wants without being penalized for staying alive very 58 00:04:29,530 --> 00:04:30,430 long. 59 00:04:30,670 --> 00:04:37,630 He why not why wouldn't he just go into the corner here into the wall and just keep doing that until 60 00:04:37,870 --> 00:04:38,470 it happens. 61 00:04:38,470 --> 00:04:41,300 It so happens that he goes this way and then he will walk around. 62 00:04:41,500 --> 00:04:46,120 And same thing here it's much safer for him to jump into the wall hoping that one of these will come 63 00:04:46,120 --> 00:04:51,970 up eventually and then he'll go to the finish line anyway because by choosing these two actions he doesn't 64 00:04:51,970 --> 00:04:53,680 risk getting into the fire pit. 65 00:04:53,690 --> 00:04:59,950 Now let's see what happens if we add a reward negative reward for just being a life for making a step. 66 00:05:00,270 --> 00:05:04,960 Move here you can see that instantly these two changed. 67 00:05:04,970 --> 00:05:07,940 Now the agent doesn't want to jump into the wall. 68 00:05:07,940 --> 00:05:13,490 He is more likely to risk getting to the firepit having a 10 percent chance of jumping in here but he 69 00:05:13,490 --> 00:05:19,400 will go forward because every time he comes to watch here if he was going to be doing it here as well 70 00:05:19,850 --> 00:05:24,620 every time he jumps into well he performs an action he ends up into in this state with an 80 percent 71 00:05:24,620 --> 00:05:24,990 chance. 72 00:05:25,010 --> 00:05:31,180 And that means an 80 percent chance you'll get a minus 0.04 reward meaning that a lot of the time he's 73 00:05:31,190 --> 00:05:34,940 going to be getting this accumulating this negative reward. 74 00:05:34,940 --> 00:05:41,600 Same thing here if he jumps into the wall waiting for that moment when he will actually be randomly 75 00:05:41,600 --> 00:05:42,780 moved to the right. 76 00:05:42,980 --> 00:05:49,340 If he keeps doing that he will accumulate this negative reward and that the result of that if you perform 77 00:05:49,340 --> 00:05:55,670 the calculations you'll see that the result of that the expected value of that approach jumping to the 78 00:05:55,670 --> 00:06:02,840 wall is worse than taking the risk of going forward and actually ending up in in the firepit. 79 00:06:02,840 --> 00:06:10,230 So he changes his decisions in these two blocks to instead move forward and here move to the left even 80 00:06:10,230 --> 00:06:15,320 know there's a risk of the firepit fire simply because now the longer he's alive the longer he will 81 00:06:15,320 --> 00:06:18,830 accumulate this living penalty in the next environment. 82 00:06:18,830 --> 00:06:23,720 Now we're increasing the living Pouncey to even a greater number Meinzer point five and let's see what 83 00:06:23,720 --> 00:06:24,590 changes here. 84 00:06:24,860 --> 00:06:27,220 So now you can see that compared to this environment. 85 00:06:27,260 --> 00:06:31,740 The only thing that changed here is that this arrow is pointing to the right. 86 00:06:32,060 --> 00:06:38,360 And what that means is that now it's no longer a good option for the agent or actually also this arrows 87 00:06:38,360 --> 00:06:42,340 pointing was pointing the left and nozzles nose pointing upwards. 88 00:06:42,350 --> 00:06:48,740 So now it's no longer a good idea for the agent to go around from here or go around all the way because 89 00:06:49,100 --> 00:06:53,330 if he goes wrong all the way yes he's safe or there's a lesser chance there's no chance of getting the 90 00:06:53,340 --> 00:06:54,030 firepit. 91 00:06:54,320 --> 00:06:57,640 But at the same time or there's less chance are going to happen. 92 00:06:57,710 --> 00:07:03,140 But at the same time he will accumulate quite a substantial negative reward as he walks around. 93 00:07:03,140 --> 00:07:05,540 So it's just it's the path is too long. 94 00:07:05,540 --> 00:07:12,350 So that forces him whether he's here or here to take the shorter route to get here even though he has 95 00:07:12,350 --> 00:07:17,330 a much higher risk of getting into the firepit because as soon as he ends up in the square there's a 96 00:07:17,330 --> 00:07:19,350 10 percent chance of getting to the fire. 97 00:07:20,120 --> 00:07:21,760 According to his calculations. 98 00:07:21,800 --> 00:07:27,980 It's just the expected value of this approach is better than the expected value of going around simply 99 00:07:27,980 --> 00:07:30,480 because we've increased this living penalty. 100 00:07:30,710 --> 00:07:37,130 And finally we're getting to the example with the living penalty of minus two point zero. 101 00:07:37,130 --> 00:07:43,010 So here I encourage you to post the video now that you've seen how the policy has changed as we increase 102 00:07:43,010 --> 00:07:44,430 the loading punt penalty. 103 00:07:44,450 --> 00:07:49,850 I encourage you to pause the video and think for yourself what will happen in this scenario. 104 00:07:49,850 --> 00:07:57,070 What do you think the optimal policy will be given that the living penalty is so high so all this supposed 105 00:07:57,090 --> 00:07:58,280 video if you'd like to. 106 00:07:58,490 --> 00:08:04,880 And now I'm going to jump into showing you the solution so in this case if you increase the penalty 107 00:08:04,880 --> 00:08:13,460 to minus 2.0 it's so high remember that the penalty here is only minus 1.0 it's so high that the agent 108 00:08:13,680 --> 00:08:18,540 just wants to get out of the game in any way possible even if it's just by jumping into the fire pit. 109 00:08:18,560 --> 00:08:19,200 He will do it. 110 00:08:19,220 --> 00:08:25,460 He will be like every time I make a step every time I end up in a new in in your state or every time 111 00:08:25,460 --> 00:08:30,020 I make an action I end up getting a minus two reward. 112 00:08:30,020 --> 00:08:36,280 So what's the point of trying to get to the finish line if from here will take me two extra steps. 113 00:08:36,350 --> 00:08:41,060 I'm just going to go here and then straight into the firepit because that way my reward is going to 114 00:08:41,060 --> 00:08:49,190 be less than negative reward is going to be as bad as in the case of just making additional steps so 115 00:08:49,190 --> 00:08:56,770 you can see that adding this living reward and depending on the value of the living reward that we're 116 00:08:56,780 --> 00:08:59,270 adding the results are going to be different. 117 00:08:59,270 --> 00:09:06,290 And the agent is going to select different policies and that's basically what's how the reward value 118 00:09:06,440 --> 00:09:12,020 can be is incorporated by the Belmont equation even when it's not just at the finish line or at the 119 00:09:12,020 --> 00:09:13,790 end of the game but even throughout the game. 120 00:09:13,790 --> 00:09:19,250 And again once again doesn't have to be on every single in every single state depending on the environment 121 00:09:19,250 --> 00:09:20,180 itself. 122 00:09:20,180 --> 00:09:26,540 It might be given to the agent at certain specific states not at every state but in our simplistic example 123 00:09:26,540 --> 00:09:29,880 we're just using rewards at every given state. 124 00:09:30,050 --> 00:09:34,470 To illustrate this concept so I hope you enjoyed today's tutorial. 125 00:09:34,580 --> 00:09:40,550 And as you can see we've already made our Belman equation quite sophisticated and now it can be applied 126 00:09:40,550 --> 00:09:44,340 to many different scenarios and I can't wait to see in the next tutorial. 127 00:09:44,360 --> 00:09:46,200 And until then enjoy a I. 14917

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