reinforcement learning k bandit in matlab

To implement a k-armed bandit problem using reinforcement learning in MATLAB, you can follow these steps:

Step 1: Initialize the problem

  • Define the number of arms (k) and the number of total time steps (T).
  • Initialize the true action values (q_star) for each arm.
  • Initialize the estimated action values (Q) for each arm.
  • Initialize the action counts (N) for each arm.

Step 2: Implement the action selection rule

  • Choose an action using an action selection strategy, such as Epsilon-Greedy, UCB (Upper Confidence Bound), or Softmax.

Step 3: Update the estimated action values

  • Receive a reward after selecting an action.
  • Update the estimated action values (Q) using a sample-average method or an incremental update formula.

Step 4: Update the action counts

  • Increment the action count (N) for the selected action.

Step 5: Repeat steps 2-4 for T time steps

  • Perform steps 2-4 for T iterations to update the estimated action values and action counts.

Here is a MATLAB code snippet that demonstrates the implementation of the k-armed bandit problem using reinforcement learning:

main.m
k = 10;  % Number of arms
T = 1000;  % Number of time steps

q_star = randn(k,1);  % True action values
Q = zeros(k,1);  % Estimated action values
N = zeros(k,1);  % Action counts

epsilon = 0.1;  % Epsilon-Greedy parameter

for t = 1:T
    % Action selection
    if rand < epsilon
        % Explore - Select a random action
        action = randi(k);
    else
        % Exploit - Select the action with the highest estimated value
        [~, action] = max(Q);
    end
    
    % Receive reward
    reward = q_star(action) + randn;
    
    % Update estimated action value
    N(action) = N(action) + 1;
    Q(action) = Q(action) + (1/N(action)) * (reward - Q(action));
end
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This implementation uses the Epsilon-Greedy action selection strategy, where with a probability of epsilon, a random action (explore) is chosen, and with a probability of (1 - epsilon), the action with the highest estimated value (exploit) is chosen.

You can customize the code by implementing other action selection strategies or adding additional features specific to your problem.

Remember to adjust the values of k and T according to your requirements.

Please note that this is a basic implementation to get you started with the k-armed bandit problem using reinforcement learning in MATLAB. Further enhancements and modifications can be made based on your specific needs and research goals.

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