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during which each s,a is visited, the largest error in the table will be at most yAo After k such intervals, the error will be at most ykAo Since each state is visited infinitely often, the number of such intervals is infinite, and A, -+ 0 as n + oo This proves the theorem 0

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So that s a brief look at unit testing. It s only fair to mention that not all developers approve of unit testing, and I m definitely not advocating full-on Test-Driven Development. But any testing is better than no testing or haphazard testing. I use unit tests in my code because I think it helps me to design better code, and it helps me to nail down bugs. It takes a little organization to put meaningful tests in place, but once there they run themselves whenever you use Build and Run, so beyond that initial investment they are free. Another way of checking the workings of your application is to check its performance. Xcode includes some great tools to help with monitoring performance and resource usage. That s where you re heading in the next chapter.

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Notice the algorithm of Table 131 does not specify how actions are chosen by the agent One obvious strategy would be for the agent in state s to select the action a that maximizes ~ ( s , thereby exploiting its current approximation Q However, a), with this strategy the agent runs the risk that it will overcommit to actions that are found during early training to have high Q values, while failing to explore other actions that have even higher values In fact, the convergence theorem above requires that each state-action transition occur infinitely often This will clearly not occur if the agent always selects actions that maximize its current &(s,a) For this reason, it is common in Q learning to use a probabilistic approach to selecting actions Actions with higher Q values are assigned higher probabilities, but every action is assigned a nonzero probability One way to assign such probabilities is

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where P(ai 1s) is the probability of selecting action ai, given that the agent is in state s , and where k > 0 is a constant that determines how strongly the selection favors actions with high Q values Larger values of k will assign higher probabilities to actions with above average Q, causing the agent to exploit what it has learned and seek actions it believes will maximize its reward In contrast, small values of k will allow higher probabilities for other actions, leading the agent to explore actions that do not currently have high Q values In some cases, k is varied with the number of iterations so that the agent favors exploration during early stages of learning, then gradually shifts toward a strategy of exploitation

Bachelor of Fine Arts, cum laude, Fashion Institute of Fine Arts, New York, NY Major: toy design Minor: dance

This chapter takes a look under the covers at some tools that allow you to understand how your application is performing and where you might be able to improve things. You could be lucky, of course. If all of your programs perform well and never crash you may never need the tools here. And, frankly, one of the difficulties in writing this chapter is that it is so easy to write well-behaved software in Xcode that it is quite hard to engineer circumstances in which you will need to use these tools! However, by the end of this chapter, you should have a good understanding of where to look in the event that things go awry.

One important implication of the above convergence theorem is that Q learning need not train on optimal action sequences in order to converge to the optimal policy In fact, it can learn the Q function (and hence the optimal policy) while training from actions chosen completely at random at each step, as long as the resulting training sequence visits every state-action transition infinitely often This fact suggests changing the sequence of training example transitions in order to improve training efficiency without endangering final convergence To illustrate, consider again learning in an MDP with a single absorbing goal state, such as the one in Figure 131 Assume as before that we train the agent with a sequence of episodes For each episode, the agent is placed in a random initial state and is allowed to perform actions and to update its Q table until it reaches the absorbing goal state A new training episode is then begun by removing the agent from the

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