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Stochastic Learning Automaton

 In this section we briefly discuss the concept behind the variable structure stochastic learning automaton (VSLA) [21]. Figure 9 shows the schematic of the stochastic learning automaton. Abstractly, a learning automaton can be considered to be an object that can choose from a finite number of actions. For every action that it chooses, the random environment in which it operates evaluates that action. A corresponding feedback is sent to the automaton based on which the next action is chosen. As this process progresses the automaton learns to choose the optimal action asymptotically. The rule used by the automaton to select its successive actions based on the environment's response defines the stochastic learning algorithm. An important property of the learning automaton is its ability to improve its performance with time. This can be used to optimize functionals which may not be known completely.

A VLSA is described by a 5-tuple $\{\alpha,\beta,p,T,C\}$, where

The stationary random environment is represented by $C=\{c_1, c_2,\ldots, c_r\} $. The values of ci are unknown and it is assumed that C has a unique minimum element. For a stationary random environment the penalty probabilities are constant. The working of the learning automaton can be described as follows. Initially at n=1 one of the actions is chosen by the automaton at random with a given probability. This action is then applied to the system and the response from the environment is observed. If the response is favorable ($\beta=0$) then the probability of choosing that action for the next period of time is updated according to the updating rule T. Then, another is action is chosen and the response is observed. This process is repeated until a stopping criterion is reached. When the learning process stops the algorithm has learnt some characteristics of the random environment. In this project, we consider the operator T to be linear. When T is the linear reward-inaction algorithm it can be described by [21]

where $\beta_i(n)$ is the response when action i is chosen at time n and a is the reward parameter. The idea behind these update equations is that when a chosen action results in a reward the probability of choosing that action in the future is increased by a small amount and the other action probabilities are decreased. If a penalty is received then the probabilities are not updated. We now establish the theoretical basis of LRI. Let the average penalty received by the automaton be

where E[.] is the expectation operator.

Definition 1241

[21] A learning automaton is absolutely expedient if $E[\Psi(n+1)\vert p(n)]<\Psi(n)$,$\forall ~n$, $\forall ~p_i(n)\in (0,1)$ and for all possible ci, $i=1,2,\ldots,r$.

This means that absolutely expedient learning results in a decreasing average penalty function.

Definition 1245

[21] A learning automaton is $\epsilon$-optimal if $\lim_{n\rightarrow\infty}E[\Psi(n)]< \min_i \{c_i\}+\epsilon$ for any arbitrary $\epsilon \gt 0$.

That is, using $\epsilon$-optimal learning we can obtain a solution whose cost is arbitrarily close to the optimal cost. It is shown in [21] that the unit vectors in $\Re^r$ are absorbing states of the Markov process $\{p(n)\}$ for LRI learning. The process $\{p(n)\}$ gets absorbed w.p. 1 under certain conditions. From this we conclude that the learning process using LRI terminates w.p. 1. Further, LRI is absolutely expedient and $\epsilon$-optimal.


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