Chapter 16: Applications and Case Studies

Overview

Chapter 16 presents a series of reinforcement learning applications, ranging from historical milestones to modern superhuman systems. It illustrates the transition from classical methods to Deep Reinforcement Learning, emphasizing how domain knowledge is incorporated and how representation issues are critical to success.


16.1 TD-Gammon (Tesauro, 1992-1995)

One of the most impressive early applications. TD-Gammon used Temporal Difference Learning (specifically ) with a non-linear multi-layer neural network trained by backpropagating TD Error.

  • Key Feature: Self-play. It learned to play by playing against itself, starting from random weights.
  • Success: Reached world-class levels and changed how human Grandmasters play certain opening positions.

16.2 Samuel’s Checkers Player (1950s-60s)

A seminal precursor that used heuristic search and a form of TD learning.

  • Method: Lookahead search with a scoring polynomial (linear function approximation).
  • Rote Learning: Stored board positions and their backed-up values to effectively increase search depth.
  • Learning by Generalization: Updated weights toward the minimax value of a search.

16.3 Watson’s Daily-Double Wagering

IBM Watson used RL for its wagering strategy in Jeopardy!.

  • Mechanism: Compared action values estimating the probability of a win.
  • Computation:
  • Note: Used models of human opponents rather than self-play due to the asymmetric nature of the game and imperfect information.

16.4 Optimizing Memory Control

RL applied to scheduling DRAM commands (precharge, activate, read, write).

  • Agent: Used Sarsa with linear Function Approximation (tile coding).
  • Reward: +1 for read/write, 0 otherwise (Objective: maximize throughput).
  • Result: Significant latency reduction and improved execution speed by adapting to workload patterns online.

16.5 Human-level Video Game Play (Atari/DQN)

IMPORTANT

This section marks the breakthrough of Deep Q-Network (DQN), demonstrating that a single architecture can learn different tasks directly from raw pixels.

The DQN Architecture

DQN combines Q-learning with a Convolutional Neural Networks (CNN).

  • Input: “Raw” image stacks (luminance) from the game emulator.
  • Agent: A deep CNN that outputs estimated optimal action values .

Stabilizing Deep RL

Deep RL is notoriously unstable. DQN introduced two critical mechanisms to solve this:

  1. Experience Replay:

    • Stores transitions in a replay buffer.
    • Updates are performed on mini-batches sampled uniformly at random.
    • Benefit: Breaks temporal correlations and improves data efficiency.
  2. Target Network:

    • Uses a separate, slowly-syncing network to compute the target -values.
    • Update Rule:
    • where are the weights of the target network (syncing with every steps).

DQN Loss Function

The network is trained by minimizing the mean-squared error of the Bellman residual:


16.6 Mastering the Game of Go (AlphaGo & AlphaGo Zero)

IMPORTANT

Go was long considered the “Holy Grail” of AI due to its high branching factor () and lack of a simple evaluation function.

AlphaGo (2016)

Combined Supervised Learning (SL), Reinforcement Learning (RL), and Monte Carlo Tree Search (MCTS).

  • Policy Networks: Deep CNNs trained to predict human moves (SL) then improved via Policy Gradient Methods (RL).
  • Value Network: Trained to predict the winner of games played by the RL policy.
  • APV-MCTS: Asynchronous Policy and Value MCTS.
    • Node Evaluation: (Mixing value network and rollout return ).

AlphaGo Zero (2017)

The “Zero” represents zero human data. It learned exclusively through Self-Play.

  • Architecture: A single “two-headed” residual CNN that outputs both move probabilities and position value .
  • MCTS as Policy Improvement: MCTS is treated as a powerful policy improvement operator. The search probabilities are used as targets for the policy head.
  • Differences from AlphaGo:
    • No rollouts (only the value head of the network).
    • No human features (only raw stone placements).
    • Single network for policy and value.

AlphaGo Zero Training Objective

The network parameters are updated to minimize the loss: Where is the winner of the game (+1 or -1), are search probabilities from MCTS, and is a regularization constant.


16.7 Personalized Web Services

  • Problem: Contextual Bandits (associative RL) vs. MDP formulation.
  • Life-Time Value (LTV): RL agents prioritize sequences of interactions (funnels) rather than immediate click-through rates (CTR).
  • Evaluation: Used Off-policy evaluation to provide high-confidence performance guarantees before deployment.

16.8 Thermal Soaring

  • Task: Glider soaring in turbulent air.
  • Observation: Vertical wind acceleration and torques (gradient info) were more critical than wind velocity for staying within thermals.
  • Algorithm: Sarsa with Function Approximation.

Summary

  • Representation is key: The shift from hand-crafted features (Samuel, TD-Gammon 1.0) to learned features (DQN, AlphaGo Zero) represents the “Deep RL” revolution.
  • Stability Mechanisms: Experience Replay and Target Networks are fundamental for training deep non-linear approximators.
  • MCTS + Deep Learning: The combination of decision-time planning (search) and learned value/policy functions (intuition) is currently the most successful recipe for complex zero-sum games.