Biomedical Data Markov Decision Process Viktorija Leonova Motivation
Biomedical Data & Markov Decision Process Viktorija Leonova
Motivation – Biomedical Data • The traits of human body depend not only on the genes, but also on their regulation • DNA is first transcribed into RNA (transport and m. RNA) • The m. RNA then translated into proteins • However, this proceess is regulated by gene expression • In order to analyze this process, regulatory motiffs are to be found
Motivation – Regulatory Motiffs
Motivation - HMM • As it is heavy computational task, it cannot be solved precisely, so a number of methods have been tried • Modelling Treatment of Ischemic Heart Disease with Partially Observable Markov Decision Processes • Endangered Seabird Habitat Management as a Partially Observable Markov Decision Process (Conservation Biology) • BLUEPRINT Epigenome • POHMM as a method of modelling
Definition of the environment <S, A, R, T> • S is a set of states si, i = 1, 2, … n • A is a set of actions available in each of states a • R is a set of rewards provided in each states • T is the set of transition probabilities Pr {st+1 = s| st, at}
Markov Property • A state that retains all relevant information is Markov, or in other words, has the Markov property. • A Markov state summarizes everything important about the complete sequence of preceding state. • Example: a position in checkers. • Another example: A flying arrow.
Markov Environment In general case: In case of Markov environment • Allows to predict all future states and rewards given only current state • Provides the best possible basis for choosing actions
Markov Decision Process • A reinforcement learning task that satisfies the Markov property • It is finite, if the state and action spaces are finite, and the task is called finite MDP • A finite MDP is defined by one-step transition probability: Pr {st+1 = s’| st = s, a t = a } • The expected value of the next reward E {rt+1 | st = s, a t = a, s t+1 = s’} The only information lost is the distribution of the rewards around the expected value.
Value Function • Most reinforcement learning algorithms are based on estimating value functions – a function of state or state-action pair, defining the advantage of being in a state or performing an action in terms of expected return • Value functions are calculated for specific policies • A policy is a mapping from states s S and actions a A to probability (s, a) of taking action a in state s
Value Function - continued • An action value function is also defined for a given policy: • Bellman’s equation:
Optimal Value Functions • Solving a reinforcement learning task means finding a policy that acquires sufficient reward in a long run • For finite MDP it is possible to define a partial ordering of policies: ≥ ’ is for all s S, V (s) ≥ V ’(s) • A policy that is always better that or equal to all other policies is the optimal policy • All optimal policies share unique state-value function, which is the optimal function
Optimal Value Functions • They also share the same optimal state-action value function, where for all s S, all a A • This function can also be expressed in terms of a value function
Methods of Solving MDP • Policy iteration • Value iteration • Monte-Carlo methods • Temporal-Difference learning
Policy Evaluation • In order to evaluate a policy, we need to find its value function V (s) • As per Bellman’s equation, V (s) • So we need to solve a set of simultaneous set of linear equations. • Those can be solved iteratively, by selecting arbitrary V 0(s) for all s and recursively calculating
Policy Improvement • Choose arbitrary policy 0 • Consider Q (s, a) for all s in turn • Greedily select the action with highest Q (thus we only considering the V ) • The obtained policy is better than or equal to the previous, and in the latter case it is the optimal policy Formally, ’ =
Value Iteration • In policy iteration, if policy evaluation is done iteratively, it requires a several sweeps over state set. • However, the convergence to V in case of iterative can be reached only in the limit. • So this process can be truncated early to save the computations. • The case when policy evaluation is stopped after the first sweep is called value iteration • Choose an arbitrary value V 0 • Update the value Vk+1(s)
Monte-Carlo Methods • Monte-Carlo methods learn from experience – a sample sequences of states, actions and rewards obtained from online or simulated interaction. • They are based on averaging sample returns • To ensure the well-defined returns, the MC methods are defined for episodic tasks. • The value function can be estimated by every-visit MC, first-visit MC • With a model, state values can be used to determine a policy by choosing a best combination of reward and next state
Monte-Carlo Methods: Action Values • Without a model, the action values are necessary to suggest a policy • Thus, the primary goal of MC methods is the estimation of Q* • The method of estimation is the same with estimation state-value function • Problem: many relevant state-action pairs may never be visited. If policy is deterministic, then with no returns to average, the values of some actions may never improve • Maintaining exploration. Two approaches: exploring starts and stochastic policies
MC Control • Alternating phases of policy evaluation and policy improvement: • Example: Solving blackjack
Temporal-Difference Learning • A combination of Monte-Carlo and Dynamic Programming ideas • Can learn without a model Instead of Monte Carlo, need not wait until the end of the episode. For the simplest TD methods, TD(0): • As it updates using the existing estimate, it is called a bootstrapping method
Temporal-Difference Methods Advantage over DP Methods: Do not need a model of the environment, its reward and probability distributions Advantage over MC methods: Naturally implemented in an online, fully-incremental fashion Prediction example: predict value of state A, given the following: MC: 0 TD: 3/4
Partially Observable MDP • <S, A, T, R, , O> • Where is the set of observations, and • O is the set of conditional observation probabilities During a state s S an agent performs action a A, which causes the environment transition into state s’ S with probability T(s’| s, a). At the same time, agent receives an observation o , which depends on the new state of the environment with probability O(o| s’, a). Finally, the agent receives a reward R(s, a).
Partially Observable MDP • As the agent does not perceive a state directly, it must make decisions under the uncertainty. In order to so, it maintains a set of beliefs. By interacting with the environment, the agent might update its beliefs by changing the probability distribution of the current state. • Belief update: b’ = (b, a, o). As the state has Markov property, maintaining a belief over the states requires only the previous belief state, the action taken and the observation. • This allows POMDP to be formulated as an MDP, where every belief is a state. • The belief MDP is not partially observable anymore, since at any given time the agent knows its belief, and by extension the state of the belief MDP.
Papers • Metagenomics analysis of archaeological human remains samples from Medieval Latvia as a primary screening tool for the identification of pathogen genomes. Alisa Kazarina , Guntis Gerhards, Elīna Pētersone-Gordina, Viktorija Leonova, Ilva Pole, Valentina Capligina, Inta Jansone, and Renate Ranka
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