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Original subtitles

1

Hello and welcome back to the course on artificial intelligence.

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Today we're going to talk about the Belman equation.

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It's quite a complex topic and we're going to introduce it in a step by step manner throughout this

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whole section of the course so I'm not going to just jump straight into the most complex version of

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the Belmont equation right away but instead we're going to introduce it slowly in order to gradually

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understand how it works.

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And I hope your goal with that approach if you're G.R. Let's get straight into it.

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So we're going to have a couple of key concepts that we're going to be operating with and these concepts

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are.

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S stands for states so the state in which our agent is or any other possible state in which it can be

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a represents an action that a an agent can take.

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So an agent can have access to a certain list of actions and actions are very important when they're

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looked at in a state combination.

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So when you're in a swing state and then you look at actions and it starts to make sense what's going

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to be the result of those actions because you'll look an action by itself or a state doesn't really

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make sense because you don't know where you are and where you can possibly end up and then we have we'll

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have our Which stands for reward and that's through ward that agent gets for entering into a certain

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state and gamma is the discount factor.

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And we'll talk about the discount factor in a second all make sense just now but they're just taking

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notes.

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Make a mental note that we are going to have this letter Gamelin that will be operating with later on.

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So the person behind the bellman equation is Richard Ernest bellman.

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He was a flight mathematician and came up with the concepts of dynamic programming which we're now which

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we now call reinforcement learning or which we call the Belman equation now.

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Well that's what we're called now.

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And in 1953 he came up with that concept and that's when the Belmont Belman equation came to me.

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So let's have a look at how this all works.

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There's our lovely agent in the bottom left corner and he is in a maze and this is quite a classical

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maze where you've got some blocks the wide blocks are blocks in which the agent can step into the gray

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block is the one one that is just not accessible says like a wall in this maze.

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The green is where the agent is should be aiming to end up in that's where we want the agent to go that's

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the finish.

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And the red is firepits or the engine falls into the fire pit.

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He will lose the game.

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So in the fire pit the reward which is R is minus 1.

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So that's our way of telling the agent that's not something we want you to do.

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Like remember in the example of when we're training dogs we want to tell them like bad dog if it's not

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doing the right thing that wanted to do same thing here we're one tell the agent that this is not something

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that you should be doing you shouldn't be ending up in the square so every time it doesn't happen the

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squirrel get a minus one reward so you'll be punished with minus one reward.

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On the other hand if it ends up in the Green Square it will get a plus one reward meaning that that

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is what we wanted to do.

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So those are the two rewards that the agent can't possibly get.

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And how does it learn how to operate in this maze.

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Just like in that example of the robot dogs that learned to walk which is going to let it know it will

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just tell it that here the action you can do.

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You can go up right left or down those are four possible actions that you can take and that's it.

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Have have a play around with that see what you can come up with.

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So the agent might go to the right then they might go two more to the right they might go back to the

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left just randomly pressing the button and they're trying to see what happens and they go back here.

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They go up go up go down go up go right.

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So for now they haven't learnt anything they just so far nothing's happened.

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They go right and then bam they end up in the Green Square.

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So they realize wow I just got a plus one awar So as soon as I stepped into the Green Square they got

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a plus one reward.

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And that triggers the algorithm to say OK that's really cool.

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I am rewarded for ending up in the square so I want to end up in the square.

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So what does that mean for the agent.

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That means it starts to ask the question how did I get to this square.

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What was the preceding state I was in and what action that I take to get to square and then looks back

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and says OK so the preceding state was this one.

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It turns out to be valuable in that state.

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The one that spark of the Red Arrow.

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Because from that state you're I'm I'm just one step away from getting the maximum reward I can possibly

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dream of of plus one like a biscuit for a dog from as soon as I know if I ever am in that state.

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That square marked with the Red Arrow.

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All I have to do is press right.

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So how do I tell myself to remember that that state is valuable.

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Well to me there's no difference actually as the agent.

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There's no difference in whether I am in the Green Square or in the white square right in the Green

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Square I get the reward of one.

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So I'm going to mark for myself that the Y Square is got for me it has a value of 1 because it leads

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exactly to reward one soon as I'm in the white square I know I'll just take one more action.

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I'll be in the Green Square and I'll get a reward or one so that's why I'm going to say that the value

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of this square is equal to one because it leads directly to if on any sort of subtractions as soon as

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I mean here I know my reward will be one so I'm going to mark this square as the call to one that's

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the value that's the perceived value of being in the state.

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Next the agent's going to be OK.

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So how do I get into this square.

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And you know he might walk around again and so on.

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And up in the square again and be like OK how did I get into this square before that.

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And the way I got into this square was from this square.

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Interesting.

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OK so as soon as I get into this square I know that all I have to do is go right.

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And then from here I already know that I'm going to win.

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I know exactly how everything is going to unravel from here and I know the value of being in this state

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is equal to one.

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And since there's no nothing is stopping me from growing from here to here the value in this is going

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to a perceived value I'm great value being in here as a vehicle to want as well because this is I mean

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here I know.

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Be here and I'll be here pretty quickly.

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So I'm going to win.

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And then how do you get into this square before that.

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Well I got into this square from this square.

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So the value is similar approach the value of being here is also equal to one and so on so the value

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of being here is equal to one value of being here is equal to one because each one of them leads to

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the next one and these to the finish line.

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So that's all like pretty logical at this stage.

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This is us pretty much designing the Belman equation right now.

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So this is we could possibly think about designing an equation that helps an agent go through the maze.

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So look at the reward then the preceding state give it a value of equal to reward the proceedings and

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so those are kind of like creates a pathway is all great and well but the problem here is OK what happens

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if our agent for some reason starts in this state instead of starting here and taking these actions

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and that it actually starts in the state.

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How does it know how does it remember which action to take should it go right or should it go down or

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should maybe go left or should go up.

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How does it remember which is the next continuation from here.

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If the only values it has is these values are equal to once it kind of cannot see what's further away.

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It can only see.

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All right.

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What I have here and what I have here.

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How does it know which way to go.

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Well at this stage it doesn't it's as pretty identical for the age and which way to go.

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And so that's why this approach doesn't really work.

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It's a very simplistic explanation.

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Of course there's much more to it.

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But in an intuitive way that's why we cannot just assign just carry on this value backwards like that.

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Because one of the reasons is once Agent is in between these two values which where is it going to go.

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It doesn't it can get confused like that.

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And so how do we solve this problem what are we going to do.

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And this is where we're going to start introducing the Belman equation in its actual form slowly step

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by step.

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So the Belman equation looks something like this.

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So we've already talked about the value of being in a certain state as is your current state or any

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given state and there is as well.

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And as Prime is the state the following state the state that you will end up in after the state and

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by taking concerted action.

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But we know that there's many actions and a agent can take and that's why we've got this Max over here.

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So by taking an action what will happen to an agent so let's say we're in state as by taking an action

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in state assets and we take action.

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What will happen is will instantly get a reward by getting into a new state.

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And remember that reward can be one or plus one or minus one if it's at the end of the game or it can

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be a zero if it's throughout the game in this case our reward throughout the game is zero.

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So that's the reward Plus we will get into a new state which has value of s prime.

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So that's the value of the new state and gamma.

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We'll talk about it in a second.

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But the point I'm trying to raise here or the point I'm raising here is that you've got many different

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actions that we can take and that's why we've got the maximum.

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So by taking action we get reward Plus we end up in a new state.

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And so for every move out of the in our case before our possible actions for every one of the possible

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4 actions we're going to have a equation like this.

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So this is going to have a value for they will have a different value for every one of four actions

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and we're going to look at only the maximum because of course the agent wants to take the optimal state.

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So if he's in state s he's going to look at these values he's going to find the maximum based on the

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action and going to take that action that needs the maximum of these values.

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So hopefully that makes sense why we're taking the maximum here.

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Then once we got the reward and the value that said why do we have this Gabaa parameter here.

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Well it's there exactly to solve that problem of where the agent doesn't know which way to go because

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it cannot.

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It's comparing the values of two states on both sides and they're the same.

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That's why the gamblers called the discounting factor so we're going to have a look at that and it better

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understand.

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So let's take a formula I'll put it here on the top right.

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And now we will analyze what the values of the different states are.

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And every state here is a square.

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No.

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So one of these any one of these white squares is a state I mean we're going to calculate the value

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of being in that state.

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So let's start with the square.

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What is the value of being in this state.

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Well we need to take the maximum of this value across all actions.

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And we know that this value represents is maximized as we get closer to the finish line and that's how

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it is constructed and by just by looking at you can see because here's got the reward and here's got

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a discounting factor multiplied by the value of the next state.

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And it just makes sense that that's how we would construct that equation so it makes sense that from

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here the maximum of this value will be if we move to the right.

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So that's how we calculate the values that this value of this state is he calls the maximum or equals

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to this value.

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If we move to the right if we take an action of moving to the right.

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So what will this value be.

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Well the reward of moving to the right is equal to 1.

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And regardless what color gamma is we don't have a value in the state because we are already in the

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best state possible.

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So this is the final stage.

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It won't have a value we just get a reward here and that's the end of the game.

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So the value will be of this maximum will be equal to 1.

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And that's why value of state as here is equal to 1.

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Now things get interesting when we move to the left when we move backwards a bit.

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So now is calculate the value of this of being in this state and for that we're going to need Gabaa.

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So let's say our discounting factor is a zero point nine and it makes sense what a discounting factor

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is once we calculate that.

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So from here just based on our intuition and based because we know how this is working how this works.

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We know that the best possible action is go to the right because from here we go here.

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So that means the maximum will be achieved in this state you go to the right.

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And so let's see what happens if we plug it in here.

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So if you go from here to here you don't get in your reward will be zero.

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But then you'll get camis who get zero point nine times the value of the new state which is one.

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So in this case the value the whole result of this is 1 times a 0.9 times one equals 2.9.

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So that's all values per.

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So if we calculate this now you'll see that from here.

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We know just by looking at the maze we know because we as humans because we're understanding how this

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equation works of course an AI agent would have to experiment with these things.

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But because we have like a crystal ball we can see this whole maze.

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We have like the bird's eye view right now.

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We know that the best action go to go to the right.

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So if we plug it all in here it'll be zero no reward Plus the report nine times the value in the state

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0.9 is zero point eighty one and so on.

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So here it'll be 0.23 and he'll be 0.66.

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So you can see that the way the discounted factor works is it discounts the value of the state as you

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are further away.

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So if you are familiar with finance theory then it's something similar to time value of money like what

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would you think about it this way What would you prefer to have $5 today or $5 in 10 days from now.

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Just if somebody was to give you a choice I will give you five dollars today all you $5 10 days from

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all.

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Of course you would choose $5 today.

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Why is that.

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Well because you can take that $5 and you can invest them at a certain interest rate which is very similar

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to gamma.

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And your $5 in 10 days will actually grow into maybe 5 dollars and 73 cents or something like that.

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And that's how time value of money works.

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And very similar concept here.

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And the important thing to understand here this is just a theory a way that reinforcement learning.

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So Richard Belman came up with this equation.

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And from then now that's how we use it.

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So you could go ahead and come up with a different equation.

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It doesn't have to have Gamla it might have some other factor might not you know have a factor.

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But this approach works and that's why we're using and this is what it looks like so the further away

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you are the less value of it being in the state and in terms of time and money.

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If I could say to you where would you rather be would you rather be here.

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Would you rather be here.

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You'd say I would rather be here.

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So we're creating that that same phenomenon as time value of money we're artificially creating it through

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gamma so that in order to incentivize agents or inspire agents to be closer to the finish line.

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So if an agent were to be asked would you rather be here or here because of the way this equation works

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it would choose to be here.

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There's nothing more to that nothing less.

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It's not something that the world works this way.

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No it's just something that we're artificially creating in order for our agents to understand that this

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is this is good this is good this is good old good but this one is better than this one and this one

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is better than this one and this one has been in this one.

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And that way you can see all the agent can see in which direction needs to go.

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So it can see that if I'm standing here remember that problem that we had or was he standing here so

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if you standing here do I go down or if I'm suddenly here to go up or do I go down.

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Well now there's not a problem anymore because he can see that it's actually better to go up because

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the values are here.

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And then from here he's got to go right because the value is bigger here than here.

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And then from here is Bertschi go right because the value here is bigger than you know.

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And from here he already knows that he needs to go right because he'll get a reward here of one.

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So that's how this whole approach works.

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Now let's have a quick look at the rest of the square.

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So how do we calculate the value in this square.

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Well here is where things get tricky.

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So from here you might not actually go left right you might actually go right so we can just keep going

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like that because it might actually be shorter to go this way.

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So what we're going to do is we're going to calculate the value in the square first.

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And because obviously from here the best ways to go is up.

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Again that's because we see the crew we have the crystal ball we can see things and you'll see further

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down in the section you'll see how the agent actually explores this understands this on their likes

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through experimentation.

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But for us we know that it's better to go this way so we're going to calculate value here and that's

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why we're going to calculate the value in this square first.

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So here we have three possible actions.

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In reality we actually have four we can also go left.

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The agent could hypothetically press left and bump into the wall and stay here.

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But for simplicity set which is going to show the actions that we knowing what we know and having the

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crystal ball we know which actions are the ones actually lead to something other than the same state

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again.

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And so here from here we know that again just because we have a crystal ball we know that the best way

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to go is this way an agent of course would have to experiment and find the best way and you'll see how

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that happens.

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Further down in the section you'll see actually how an agent walks around and how you would experiment

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trying to find these values.

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But for us we know it's that way.

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So here if we plug everything in one so the maximum the best output is when you go up.

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And here is a report 9:0 So you put that in.

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You get zero point nine.

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OK so it Kalika that one that calculate this one.

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Same approach.

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This is you have three ways you can go.

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Actually four for the agent but for us we can see it's only three.

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So zero point eighty one from here you have ZERO point seventy three.

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And it actually ties in nicely with this value because in you if you discount again you put 66 and here

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you have 0.23 because this is the optimal route.

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So there you go.

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That is the values all of these states.

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And now you can see that because we've created this equation or we've created synthetically this whole

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concept of the closer you are to the finish line the more valuable that state is not because we're afraid

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that now it's pretty obvious for the agent which way it should go.

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And we'll talk more about that in the coming.

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I hope you enjoyed today's session and I know it's a bit it might sound a bit very basic at this stage

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but as we go through this section we will add a bit more complexity to it.

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At the same time if you cannot wait if you want to jump into it then there is a paper which you can

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look at and it is the original paper by Richard Belman.

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It's called the theory of dynamic programming from 1954.

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And you can find it at this link.

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And there you go so you can jump straight into it and read from the author of the Belman equation.

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But just bear in mind that this is quite a mathematically heavy paper.

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And on that note I'll look for your next.

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And until then enjoy AI.

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