Monte Carlo Methods

Monte Carlo Methods #

Monte Carlo (MC) methods learn value functions and policies by averaging returns observed in complete episodes. Unlike Dynamic Programming, they do not require transition probabilities or a complete model of the environment.

Monte Carlo learning replaces model-based expectation with averages from sampled experience.

1. The Main Idea ☆ #

Suppose the agent repeatedly reaches a state \( s \) . Each time, it records the return received from that point until the episode ends. The average of these returns estimates the state’s value.

\[ v_\pi(s) = \mathbb{E}_\pi[G_t\mid S_t=s] \]

The expectation is not calculated from a transition model. It is estimated from experience:

\[ V(s) \approx \frac{1}{N(s)} \sum_{i=1}^{N(s)}G_i(s) \]

Here, \( G_i(s) \) is an observed return following a visit to state \( s \) .

flowchart TD
    A["Generate an episode"] --> B["Observe states and rewards"]
    B --> C["Calculate returns"]
    C --> D["Average returns"]
    D --> E["Update values or policy"]
    E --> A

    style A fill:#E1F5FE
    style B fill:#C8E6C9
    style C fill:#FFF9C4
    style D fill:#EDE7F6
    style E fill:#E1F5FE

2. Why Complete Episodes Are Required ☆ #

The return from time \( t \) is:

\[ G_t = R_{t+1}+\gamma R_{t+2}+\gamma^2R_{t+3}+\cdots \]

Monte Carlo learning uses the actual return rather than an estimated next-state value. The complete future reward sequence must therefore be known before the update can be performed.

This makes standard MC methods most natural for episodic tasks such as:

  • completing a game;
  • reaching the end of a maze;
  • finishing a delivery route;
  • terminating a simulation run.

Monte Carlo methods normally cannot update a state value immediately after one transition. They must wait until the episode has supplied the remaining rewards.


3. First-Visit Monte Carlo Prediction ☆ #

First-visit MC uses only the return following the first occurrence of a state in each episode.

Suppose an episode is:

A -> B -> A -> terminal

For state A, first-visit MC uses the return following the first A and ignores the second A for that episode.

Algorithm #

Initialise V(s) and an empty return record for every state

Repeat for each episode:
    Generate a complete episode using policy pi
    For every state s appearing in the episode:
        find its first occurrence
        calculate the return G from that occurrence
        add G to the return record for s
        set V(s) to the average recorded return

As the number of episodes increases, the average converges towards \( v_\pi(s) \) under the usual assumptions.


4. Every-Visit Monte Carlo Prediction ☆ #

Every-visit MC uses the return following every occurrence of the state.

For the episode:

A -> B -> A -> terminal

two returns are recorded for A: one from its first occurrence and another from its second occurrence.

MethodSamples used from one episode
First-visit MCFirst occurrence of each state
Every-visit MCEvery occurrence of each state

Both methods converge to the same value with sufficient experience, although their finite-sample estimates can differ.


5. Worked Prediction Example ☆ #

Let \( \gamma=1 \) and consider:

S1 --(+2)--> S2 --(+3)--> S1 --(+5)--> terminal

The returns following the two visits to S1 are:

\[ G_{\text{first }S1}=2+3+5=10 \] \[ G_{\text{second }S1}=5 \]

Therefore:

  • first-visit estimate from this episode: \( 10 \) ;
  • every-visit estimate from this episode: \( (10+5)/2=7.5 \) .

The methods differ because the state appears twice. Over many episodes, both estimate its expected return.


6. Incremental Monte Carlo Update ☆ #

Storing every return is unnecessary. A value can be updated incrementally:

\[ V(S_t) \leftarrow V(S_t) + \alpha\left[G_t-V(S_t)\right] \]

Using \( \alpha=1/N(S_t) \) gives the ordinary sample average. A constant step size gives more influence to recent experience, which can help in a changing environment.

The term:

\[ G_t-V(S_t) \]

is the difference between the observed return and the current prediction.


7. Monte Carlo Action Values ☆ #

When the environment model is unknown, improving a policy from state values alone is difficult because the agent cannot calculate the consequences of each action in advance.

Monte Carlo control therefore estimates action values:

\[ q_\pi(s,a) = \mathbb{E}_\pi[G_t\mid S_t=s,A_t=a] \]

Each state-action pair is evaluated from the returns observed after that pair occurs.


8. Exploration and Exploring Starts ☆ #

If a policy always selects its current greedy action, some alternatives may never be tried. Their values cannot then be estimated accurately.

Exploring starts assumes that every state-action pair has a non-zero probability of being selected as the starting pair of an episode. This supports sufficient exploration but may be unrealistic when the starting state cannot be freely controlled.

A more practical approach is an \( \varepsilon \) -soft policy.


9. Epsilon-Soft and Epsilon-Greedy Policies ☆ #

An \( \varepsilon \) -soft policy assigns non-zero probability to every available action.

For \( m \) actions, an \( \varepsilon \) -greedy policy assigns:

\[ \pi(a\mid s) = \begin{cases} 1-\varepsilon+\dfrac{\varepsilon}{m}, & a\in\arg\max_b Q(s,b)\\[6pt] \dfrac{\varepsilon}{m}, & \text{otherwise} \end{cases} \]

This policy mainly exploits the highest estimated action value while continuing to explore.


10. On-Policy Monte Carlo Control ☆ #

On-policy control evaluates and improves the same policy that generates the episodes.

flowchart TD
    A["Generate with epsilon-greedy policy"] --> B["Estimate action values"]
    B --> C["Improve the same policy"]
    C --> A

    style A fill:#E1F5FE
    style B fill:#C8E6C9
    style C fill:#FFF9C4

Simplified Algorithm #

Initialise Q(s,a) and an epsilon-soft policy

Repeat:
    Generate a complete episode using the current policy
    Calculate the return for each selected state-action pair
    Update Q(s,a) from the observed return
    Make the policy epsilon-greedy with respect to Q

This is Generalised Policy Iteration using sampled returns instead of a known environment model.


11. On-Policy and Off-Policy Learning ☆ #

ApproachBehaviour policyTarget policy
On-policyGenerates experienceSame policy is evaluated or improved
Off-policyGenerates experienceA different policy is evaluated or improved

The behaviour policy \( b \) determines which actions generate the data. The target policy \( \pi \) is the policy whose values are being learned.

Off-policy learning is useful when:

  • experience comes from an exploratory policy;
  • past data is reused after the policy changes;
  • demonstrations or another agent produced the data;
  • the target policy is greedy while behaviour remains exploratory.

12. Importance Sampling ☆ #

Returns generated under \( b \) may not have the distribution expected under \( \pi \) . Importance sampling corrects this mismatch using a likelihood ratio.

For a trajectory segment from \( t \) to \( T-1 \) :

\[ \rho_{t:T-1} = \prod_{k=t}^{T-1} \frac{\pi(A_k\mid S_k)}{b(A_k\mid S_k)} \]

The environment transition probabilities cancel because both policies experience the same environment. Only action-selection probabilities appear in the ratio.

Importance sampling requires coverage: whenever the target policy can select an action, the behaviour policy must also assign that action non-zero probability.


13. Ordinary and Weighted Importance Sampling ☆ #

Suppose \( n \) relevant returns have ratios \( \rho_i \) and values \( G_i \) .

Ordinary Importance Sampling #

\[ V_{\text{ordinary}}(s) = \frac{1}{n} \sum_{i=1}^{n}\rho_iG_i \]

It is unbiased, but its variance can be very high.

Weighted Importance Sampling #

\[ V_{\text{weighted}}(s) = \frac{\sum_{i=1}^{n}\rho_iG_i} {\sum_{i=1}^{n}\rho_i} \]

It generally has lower variance but is biased for finite samples. The bias approaches zero with sufficient data under suitable conditions.

PropertyOrdinaryWeighted
NormalisationDivide by number of samplesDivide by sum of ratios
BiasUnbiasedInitially biased
VarianceCan be very highUsually lower
Sensitivity to large ratiosHighReduced by normalisation

14. Importance-Sampling Example ☆ #

Assume the behaviour and target policies assign the following probabilities to the actions in a two-step trajectory:

StepTarget probabilityBehaviour probability
10.80.4
20.20.5

The importance-sampling ratio is:

\[ \rho = \frac{0.8}{0.4} \times \frac{0.2}{0.5} = 0.8 \]

If the return is \( G=10 \) , its ordinary weighted contribution is:

\[ \rho G=0.8(10)=8 \]

If the behaviour policy assigns zero probability to an action that the target policy may take, the ratio cannot provide a valid correction. This is why coverage is essential.


15. Monte Carlo versus Dynamic Programming ☆ #

FeatureDynamic ProgrammingMonte Carlo
Environment modelRequiredNot required
Source of update targetExpected model outcomesSampled complete return
Complete episode requiredNoYes
BootstrappingYesNo
State coverageSweeps across the state spaceUpdates visited states
SuitabilitySmall known MDPEpisodic sampled experience

Monte Carlo can focus computation on states that actually occur, but its estimates may have high variance because complete sampled returns can vary substantially.


Monte Carlo waits for the complete return:

\[ \text{MC target}=G_t \]

Temporal-Difference learning instead uses the immediate reward and an estimate of the next state:

\[ \text{TD target}=R_{t+1}+\gamma V(S_{t+1}) \]

This allows TD methods to update before the episode finishes, but introduces bootstrapping.


Common Mistakes ☆ #

  • Monte Carlo methods learn from sampled episodes; they are not the same as repeatedly applying a known transition model.
  • First-visit means the first occurrence within each episode, not the first occurrence across the entire experiment.
  • On-policy and off-policy describe the relationship between the behaviour and target policies, not whether learning happens online or offline.
  • An epsilon-greedy policy gives every action some probability, including the greedy action’s share of random exploration.
  • Importance-sampling ratios multiply action-probability ratios across the relevant trajectory segment.

Practice Questions #

  1. Why must standard Monte Carlo methods wait until an episode ends?
  2. Distinguish first-visit and every-visit prediction.
  3. Why are action values useful when the transition model is unknown?
  4. What problem is solved by an epsilon-soft policy?
  5. Distinguish behaviour and target policies.
  6. Calculate an importance-sampling ratio for a two-step trajectory.
  7. Compare ordinary and weighted importance sampling.
  8. Explain how Monte Carlo learning differs from Dynamic Programming.

Key Takeaways ☆ #

  • Monte Carlo methods learn from complete sampled returns without requiring an environment model.
  • First-visit and every-visit methods differ in which occurrences they use from an episode.
  • On-policy control evaluates and improves the policy that generates experience.
  • Off-policy learning separates the behaviour policy from the target policy.
  • Importance sampling corrects for differences between those policies.
  • Monte Carlo methods do not bootstrap, but their sampled returns can have high variance.

Checklist #

  • I can calculate a return from a complete episode.
  • I can distinguish first-visit from every-visit prediction.
  • I can explain how epsilon-soft policies support exploration.
  • I can distinguish on-policy from off-policy learning.
  • I can calculate a simple importance-sampling ratio.
  • I can compare ordinary and weighted importance sampling.

References #

  1. Sutton and Barto, Reinforcement Learning: An Introduction, Chapter 5.
  2. Supplied material on Monte Carlo prediction, control, epsilon-soft policies and importance sampling.

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