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In reinforcement learning, <strong>policy evaluation</strong> is the process of computing the state-value function for a given policy. In a gridworld environment, this involves iteratively updating the value of each state based on the expected return from following the policy.
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</p>
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<h3>Key Concepts</h3>
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<ul>
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<li><strong>State-Value Function (V):</strong> The expected return when starting from a state and following a policy.</li>
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<li><strong>Policy:</strong> A mapping from states to probabilities for each available action.</li>
<li><strong>Initialization:</strong> Start with an initial guess (e.g., zeros) for the state-value function \( V(s) \).</li>
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<li><strong>Iterative Update:</strong> Update the state value for each non-terminal state using the Bellman equation until the maximum change is less than a set threshold.</li>
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<li><strong>Terminal States:</strong> For this task, terminal states (the four corners) remain unchanged.</li>
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</ol>
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<p>
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This method provides a foundation for assessing the quality of states under a given policy, which is crucial for many reinforcement learning techniques.
In reinforcement learning, **policy evaluation** is the process of computing the state-value function for a given policy. For a gridworld environment, this involves iteratively updating the value of each state based on the expected return following the policy.
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## Key Concepts
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-**State-Value Function (V):**
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The expected return when starting from a state and following a given policy.
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-**Policy:**
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A mapping from states to probabilities of selecting each available action.
- $ \pi(a|s) $ is the probability of taking action $ a $ in state $ s $,
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- $ P(s'|s,a) $ is the probability of transitioning to state $ s' $,
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- $ R(s,a,s') $ is the reward for that transition,
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- $ \gamma $ is the discount factor.
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## Algorithm Overview
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1.**Initialization:**
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Start with an initial guess (commonly zeros) for the state-value function $ V(s) $.
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2.**Iterative Update:**
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For each non-terminal state, update the state value using the Bellman expectation equation. Continue updating until the maximum change in value (delta) is less than a given threshold.
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3.**Terminal States:**
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For this example, the four corners of the grid are considered terminal, so their values remain unchanged.
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This evaluation method is essential for understanding how "good" each state is under a specific policy, and it forms the basis for more advanced reinforcement learning algorithms.
Implement a function that evaluates the state-value function for a 5x5 gridworld under a given policy. In this gridworld, the agent can move in four directions: up, down, left, and right. Each move incurs a constant reward of -1, and terminal states (the four corners) remain unchanged. The policy is provided as a dictionary mapping each state (tuple: (row, col)) to a dictionary of action probabilities.
For each non-terminal state, compute the expected value over all possible actions using the policy. Update the state value iteratively using the Bellman expectation equation until the maximum change across states is below the threshold, ensuring that terminal states remain fixed.
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