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Reinforcement Learning in Economics and Finance by Arthur Charpentier Universit´ e du Qu´ ebec ` a Montr´ eal (UQAM) 201, avenue du Pr´ esident-Kennedy, Montr´ eal (Qu´ ebec), Canada H2X 3Y7 [email protected] Romuald ´ Elie LAMA, Universit´ e Gustave Eiffel, CNRS 5, boulevard Descartes Cit Descartes - Champs-sur-Marne 77454 Marne-la-Valle cedex 2, France [email protected] Carl Remlinger LAMA, Universit´ e Gustave Eiffel, CNRS 5, boulevard Descartes Cit Descartes - Champs-sur-Marne 77454 Marne-la-Valle cedex 2, France March 2020 arXiv:2003.10014v1 [econ.TH] 22 Mar 2020

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Page 1: Reinforcement Learning in Economics and Finance · 2020-03-24 · Reinforcement Learning in Economics and Finance by Arthur Charpentier Universit e du Qu ebec a Montr eal (UQAM) 201,

Reinforcement Learningin Economics and Finance

by

Arthur Charpentier

Universite du Quebec a Montreal (UQAM)201, avenue du President-Kennedy,

Montreal (Quebec), Canada H2X [email protected]

Romuald Elie

LAMA, Universite Gustave Eiffel, CNRS5, boulevard Descartes

Cit Descartes - Champs-sur-Marne77454 Marne-la-Valle cedex 2, France

[email protected]

Carl Remlinger

LAMA, Universite Gustave Eiffel, CNRS5, boulevard Descartes

Cit Descartes - Champs-sur-Marne77454 Marne-la-Valle cedex 2, France

March 2020

arX

iv:2

003.

1001

4v1

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22

Mar

202

0

Page 2: Reinforcement Learning in Economics and Finance · 2020-03-24 · Reinforcement Learning in Economics and Finance by Arthur Charpentier Universit e du Qu ebec a Montr eal (UQAM) 201,

Abstract

Reinforcement learning algorithms describe how an agent can learnan optimal action policy in a sequential decision process, through re-peated experience. In a given environment, the agent policy provideshim some running and terminal rewards. As in online learning, theagent learns sequentially. As in multi-armed bandit problems, whenan agent picks an action, he can not infer ex-post the rewards inducedby other action choices. In reinforcement learning, his actions haveconsequences: they influence not only rewards, but also future statesof the world. The goal of reinforcement learning is to find an optimalpolicy – a mapping from the states of the world to the set of actions, inorder to maximize cumulative reward, which is a long term strategy.Exploring might be sub-optimal on a short-term horizon but couldlead to optimal long-term ones. Many problems of optimal control,popular in economics for more than forty years, can be expressed inthe reinforcement learning framework, and recent advances in compu-tational science, provided in particular by deep learning algorithms,can be used by economists in order to solve complex behavioral prob-lems. In this article, we propose a state-of-the-art of reinforcementlearning techniques, and present applications in economics, game the-ory, operation research and finance.

JEL: C18; C41; C44; C54; C57; C61; C63; C68; C70; C90; D40; D70; D83

Keywords: causality; control; machine learning; Markov decision process;multi-armed bandits; online-learning; Q-learning; regret; reinforcement learn-ing; rewards; sequential learning

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1 Introduction

1.1 An Historical Overview

Reinforcement learning is related to the study of how agents, animals, au-tonomous robots use experience to adapt their behavior in order to maximizesome rewards. It differs from other types of learning (such as unsupervizedor supervised) since the learning follows from feedback and experience (andnot from some fixed training sample of data). Thorndike (1911) or Skinner(1938) used reinforcement learning in the context of behavioral psychology,ethology and biology. For instance, Thorndike (1911) studied learning be-havior in cats, with some popular experiences, using some ‘puzzle box’ thatcan be opened (from the inside) via various mechanisms (with latches andstrings) to obtain some food that was outside the box. Edward Thorndikeobserved that cats usually began experimenting – by pressing levers, pullingcords, pawing, etc. – to escape, and over time, cats will learn how particularactions, repeated in a given order, could lead to the outcome (here somefood). To be more specific, it was necessary for cats to explore alternativeactions in order to escape the puzzle box. Over time, cats did explore less,and start to exploit experience, and repeat successful actions to escape faster.And the cat needed enough time to explore all techniques, since some couldpossibly lead more quickly – or with less effort – to the escape. Thorndike(1911) proved that there was a balance between exploration and exploitation.This issue could remind us of the simulated annealing in optimization, wherea classical optimization routine is pursued, and we allow to move randomlyto another point (which would be the exploration part) and start over (theexploitation part). Such a procedure reinforces the chances of convergingtowards a global optimum, instead of converging to a more local one.

Another issue was that a multi-action sequence was necessary to escape,and therefore, when the cat was able to escape at the first time it was difficultto assign which action actually caused the escape. An action taken at thebeginning (such as pulling a string) might have an impact some time later,after other actions are performed. This is usually called a credit assignmentproblem, as in Minsky (1961). Skinner (1938) refined the puzzle box experi-ment, and introduced the concept of operant conditioning (see Jenkins (1979)or Garcia (1981) for an overview). The idea was to modify a part, such asa lever, such that at some points in time pressing the lever will provide apositive reward (such as food) or a negative one (i.e. a punishment, such as

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electric shocks). The goal of those experiments was to understand how pastvoluntary actions modify future ones. Those experiments were performed onrats, and no longer cats. Tolman (1948) used similar experiments (includ-ing also mazes) to prove that the classical approach, based on chaining ofstimulus-responses, was maybe not the good one to model animal (and men)behaviors. A pure stimulus-responses learning could not be used by rats toescape a maze, when experimenters start to block roads with obstacles. Heintroduced the idea of cognitive maps of the maze that allow for more flexi-bility. All those techniques could be related to the ones used in reinforcementlearning.

Reinforcement learning is about understanding how agents might learn tomake optimal decisions through repeated experience, as discussed in Suttonand Barto (1981). More formally, agents (animals, humans or machines)strive to maximize some long-term reward, that is the cumulated discountedsum of future rewards, as in classical economic models. Even if animals canbe seen as have a short-term horizon, they do understand that a punishmentfollowed by a large reward can be better than two small rewards, as explainedin Rescorla (1979), that introduced the concept of second-order conditioning.A technical assumption, that could be seen as relevant in many human andanimal behaviors, is that the dynamics satisfies some Markov property, andin this article we will focus only on Markov decision processes. Reinforcementlearning is about solving the credit assignment problem by matching actions,states of the world and rewards.

As we will see in the next section, formally, at time t, the agent at stateof the world st ∈ S makes an action at ∈ A, obtains a reward rt ∈ R andthe state of the world becomes st+1 ∈ S. A policy is a mapping from S toA, and the goal is to learn from past data (past actions, past rewards) howto find an optimal policy. A popular application of reinforcement learningalgorithms is in games, such as playing chess or Go, as discussed in Silver et al.(2018), or Igami (2017) which provides economic interpretation of severalalgorithms used on games (Deep Blue for chess or AlphaGo for Go) basedon structural estimation and machine (reinforcement) learning. More simply,Russell and Norvig (2009) introduced a grid world to explain heuristics aboutreinforcement learning, see Figure 1. Positions on the 4×3 grid are the statesS, and actions A are movements allowed. The optimal policy π : S → Ais here computed using sequential machine learning techniques that we willdescribe in this article.

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Figure 1: Sequential decision making problem on a 4×3 grid (S states), fromRussell and Norvig (2009). The agent starts at the state (A,1), and movesaround the environment, trying to reach terminal state (D,3) to get a +1reward - and to avoid terminal state (D,2) where a -1 reward (punishment) isgiven. Possible actions (A) are given on the top-right figure. On the bottom,two policies are given with π : S → A on the left, and π : S → A ⊂ A onthe right. In the later case, there can be random selection of actions in somestates, for instance π((A,1)) ∈ up, right.

1.2 From Machine to Reinforcement Learning

Supervised Machine Learning techniques is a static problem: given a datasetDn = (yi, xi), the goal is to learn a mapping mn between x and y. Indecision theory mn typically takes values in a binary space, which could beto accept or reject a mortgage in credit risk models, or to invest or not insome specific asset. mn can also take values in the real line, and denote anamount of money to save, a quantity to purchase or a price to ask. Onlinelearning is based on the assumption that (yi, xi) arrive in a sequential order,and the focus is on the evolution of mn as n growth, updating the trainingdataset from Dn−1 to Dn. Reinforcement learning incorporates the idea that

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at time n−1, a choice was made, that will influence (yn, xn), and the standardi.i.d. assumption of the dataset is no longer valid. Reinforcement learning isrelated to sequential decision making and control.

Consider an online shop, where the retailer tries to maximize profit bysequentially suggesting products to consumers. Consumers are characterizedby some features, such as their age, or their gender, as well as informationabout what’s in their shopping cart. The consumer and the shop will havesequential interactions. Each round, the consumer can either add a prod-uct to the shopping cart, or not buy a product and continue shopping, orfinally stop shopping and check out. Those transitions are characterized bytransition probabilities, function of past states and actions. Such transitionprobability function is unknown and must be learned by the shop. Shouldthe retailer display the most profitable products, exploiting information heobtained previously, or explore actions, that could be less profitable, butmight provide relevant information ?

The induced problems are related to the fact that acting has consequences,possibly delayed. It is about learning to sacrifice small immediate rewards inorder to gain larger long-term ones. If standard Machine Learning is aboutlearning from given data, reinforcement learning is about active experimen-tation. Actions can be seen as an intervention, so there are strong connec-tions between reinforcement learning and causality modeling. Reinforcementlearning allows us to infer consequences of interventions (or actions) used inthe past. Pearl (2019) asked the simple economic question ‘what will happenif we double the price’ (of an item we try to sell)? ‘Such questions cannot beanswered from sales data alone, because they involve a change in customersbehaviour, in reaction to the new pricing’. Reinforcement learning is relatedto such problem: inferring the impact of interventions. And the fact thatintervention will impact the environment, mentioned by Pearl (2019), is pre-cisely what reinforcement learning is about. So this theory, central in decisionscience will appear naturally in sequential experimentation, optimization, de-cision theory, game theory, auction design, etc. As we will see in the article(and as already mentioned in the previous section), models in sequential de-cision making as long history in economics, even if rarely mentioned in thecomputational science literature. Most of the articles published in economicjournal mentioned that such problems were computationally difficult to solve.Nevertheless, we will try to show that recent advances are extremely promis-ing, and it is now to possible to model more and more complex economicproblems.

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1.3 Agenda

In section 2, we will explain connections between reinforcement learning andvarious related topics. We will start with machine learning principles, defin-ing standard tools that will be extended later one (with the loss function, therisk of an estimator and regret minimization), in section 2.1. In section 2.2,we introduce dynamical problems with online learning, where we exploit pastinformation sequentially. In section 2.3, we present briefly the multi-armedbandit problem, where choices are made, at each period of time, and thosehave consequences on the information we obtain. And finally, in section 2.4we start formalizing reinforcement learning models, and give a general frame-work. In those sections, we mainly explain the connections between variouslearning terms used in the literature.

Then, we present various problems tackled in the literature, in section3. We will start with some general mathematical properties, giving variousinterpretations of the optimization problem, in section 3.1. Finally, we willconclude, in section 3.4, with a presentation of a classical related problem,called inverse reinforcement learning, where we try to use observed decisionsin order to infer various quantities, such as the reward or the policy function.

Finally, three sections are presenting applications of reinforcement learn-ing. In section 4.1, we discuss applications in economic modeling, startingwith the classical consumption and income dynamics, which is a classicaloptimal control problem in economics. We then discuss bounded rationalityand strong connections with reinforcement learning. Then we will see, start-ing from Jovanovic (1982), that reinforcement learning can be used to modelsingle firm dynamics. And finally, we present connections with adaptativedesign for experiments, inspired by Weber (1992) (and multi-armed bandits).

In section 4.2, we discuss applications of reinforcement learning in oper-ation research, such as the traveling salesman, where the standard dilemmaexploration/exploitation can be used to converge faster to (near) optimalsolutions. Then we discuss stochastic games and equilibrium, as well asmean-field games, and auctions and real-time bidding. Finally, we will ex-tend the single firm approach of the previous section to the case of oligopolyand dynamic games.

Finally, in section 4.3, we detail applications in finance. We start withrisk management, valuation and hedging of financial derivatives problems onthen focus on portfolio allocation issues. At last, we present a very naturalframework for such algorithms: market impact and market making.

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2 From Machine to Reinforcement Learning

Machine learning methods generally make decision based on known proper-ties learned from the training data, using many principles and tools fromstatistics. However machine learning models aspire to find generalized pre-dictive pattern. Most learning problems could be seen as an optimization ofa cost: minimizing a loss or maximizing a reward. But learning algorithmsseek to optimize a criterion (loss, reward, regret) on training and unseensamples.

2.1 Machine Learning principles

Machine learning has so many branches (supervised vs unsupervised learning,online or not,...) that it is not always easy to identify the label associated to agiven real world problem. Therefore, seeing machine learning as a set of dataand an optimization criterion is often helpful. To introduce ReinforcementLearning (RL), we propose here a regret approach, which ties machine learn-ing, online aggregation, bandits and, more generally, reinforcement learning.

In order to introduce most of machine learning terminology and schemes,we detail a class of models: supervised learning. In this class of models, onevariable is the variable of interest, denoted y and usually called the endo-geneous variable in econometrics. To do so, consider some learning sampleDn = (y1, x1), ..., (yn, xn) seen as realization of n i.i.d. random variables(Y,X). We wish to map the dataset Dn into a model from the (supposed)statistical relations between xi and yi that are relevant to a task. Note thatin the context of sequential data we will prefer the generic notation (yt, xt).

The goal, when learning, is to find a function f ∈ F from the input spaceX into the action space A: f : X 7→ A. Thus, f(x|Dn) is the action at somepoint x. An action could be a prediction (for example what temperaturewill it be tomorrow? Is there a cat on this image?) or a decision (a chessmove, go move...). Note that in a standard regression problem A is the sameas Y , but not necessary in a classification problem: in a logistic regression,Y = 0, 1 but actions can be probabilities A ∈ [0, 1].

The decision function f is all the better as its actions f(x) are good whenconfronted to the unseen corresponding output y from Y . The loss function(or cost) measures the relevance of these actions when f(x) is taken and yhas occurred: ` : A× Y 7→ R+.

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The risk is the expectation of the loss:

R(f) = E[`(f(X), Y )

]Thus formalized, the learning could be seen as an optimization problem. Wewish to find a function f ∗ ∈ F which minimizes the cost:

R(f ∗) = inff∈FR(f)

If such a function f ∗ exists and is unique it is called oracle or target.In most applications we do not know the distribution of the data. How-

ever, given a training set Dn = (x1, y1), . . . , (xn, yn), we use the empiricaldistribution of the training data and define

Rn(f) =1

n

n∑i=1

`(f(xi), yi).

Thus, we minimize this empirical risk while trying to avoid over-fitting andkeeping in mind that the real objective is to minimize R(f), i.e. the averageloss computed on any new observation. The main difficulty is that the targetfunction is only defined at the training points.

Furthermore, we need to restrain the class of target functions or lossfunction class. Indeed, It would be impossible to reach sub-linear regret: ifthe loss is bounded 0 ≤ ` ≤ K then Rn ≤ Kn, hopefully Rn n

One way to evaluate the learning performance is to compute regret. Re-gret is defined as the difference between the actual risk, and the optimaloracle risk,

R = R(f)−R(f ∗)

= R(f)− inff∈FR(f)

= E[`(f(X), Y )

]− E

[`(f ∗(X), Y )

].

In supervised learning, we prefer the name of excess risk, or excess loss.This notion of regret is particularly relevant in sequential learning, whereyour action at t depends on previous ones on t − 1, t − 2, ... . In online (orsequential) learning, the regret is measured by the cumulative loss it suffersalong its run on a sequence of examples. We could see it as the excess lossfor not consistently predicting with the optimal model.

RT =1

T

T∑t=1

`(ft(xt), yt)− inff∈F

1

T

T∑t=1

`(f(xt), yt)

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where the first term is the estimation error between the target and the predic-tion, and the second is the approximation error. Bandits and ReinforcementLearning deal with maximizing a reward, instead of minimizing a loss. Thus,we can re-write regret as the difference between the reward that could havebeen achieved and what was actually achieved according to a sequence ofactions,

RT = maxa

1

T

T∑t=1

r(a)

− 1

T

T∑t=1

r(at)

Thus, minimizing a loss or maximizing a reward is the same optimizationproblem as minimizing the regret, as defined in Robbins (1952).

For instance, in the ordinary least squares regression, A = Y = R, andwe use the squared loss: ` : (a, y) 7→ (a−y)2. In that case, the mean squaredrisk is R(f) = E [(f(X)− Y )2] while the target is f ∗(X) = E [Y |X]. Inthe case of classification, where y is a variable in K categories, A can be aselection of a class, so A = Y = 1, . . . , K. The classical loss in that case isthe missclassification dummy loss `(a, y) = 1a6=y, and the associated risk isthe misspecification probability, R(f) = E

[1f(X)6=Y

]= P(f(X) 6= Y ), while

the target: is f ∗(X) = argmax1≤k≤K

P(Y = k|X).

To go further, Mullainathan and Spiess (2017), Charpentier et al. (2018)or Athey and Imbens (2019) recently discussed connections between econo-metrics and machine learning, and possible applications of machine learningtechniques in econometrics.

2.2 Online learning

In classical (or batch) learning described previously, we want to build an

estimator f from Dn = (xi, yi) such as the regret E[R(f)]− inff∈FR(f)is as small as possible. However, in the online learning framework, we get thedata through a sequential process and the training set is changing at eachiteration. Here, observations are not i.i.d, and not necessarily random.

Following Bottou (1998), assume that data become available at a sequen-tial order, and the goal is to update our previous predictor with the newobservation. To emphasize the dynamic procedure, let t denote the numberof available observation (instead of n, in order to emphasize the sequential as-pect of the problem). Formally, from our sample Dt = (y1, x1), · · · , (yt, xt)we can derive a model f(x|Dt), denoted ft. The goal in online learning is to

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compute an update ft+1 of ft using the new observation (yt+1, xt+1).At step t, the learner gets xt ∈ X and predicts yt ∈ Y , exploiting past

information Dt−1. Then, the real observation yt is revealed and generates aloss `(yt, yt). Thus, yt is a function of (xt, (xi, yi)i=1...t−1).

Consider the case of forecasting with expert advice: expert aggregation.Here, K models can be used, in a supervised context, on the same objectivevariable y, f1(x|Dt), . . . , fK(x|Dt). Quite naturally, it is possible a linearcombination (or a weighted average) of those models,

ft,ωt(x) =K∑k=1

ωk,tfk(x|Dt)

A natural question is the optimal choice of the weights ωk,t.Assume here, as before, a sequential model. We want to predict element

by element a sequence of observations y1, . . . , yT . At each step t, K expertsprovide their forecasts y1,t, . . . , yK,t for the next outcome yt. The aggregationweights expert’s prediction yk,t according to a rule in order to build its ownforecast yt

yt =K∑k=1

ωk,tyk,t

The weighting process is online: each instant t, the rule adapts the weights tothe past observations and the accuracy of their respective experts, measuredby the loss function for each expert `(yt, yk,t).

Here, the oracle (or target) is the optimal expert aggregation rule. Theprediction y∗ use best possible weight combination by minimizing the loss.The empirical regret of the aggregation rule f is defined by:

RT =1

T

T∑t=1

`(y∗t , yt)− infω∈Ω

1

T

T∑t=1

`(yt, yt)

where the first term is the estimation error between the target and the pre-diction, and the second is the approximation error.

There exist several rules for aggregation, the most popular one is probablythe Bernstein Online Aggregator (BOA), described in Algorithm 1, which isoptimal with bounded iid setting for the mean squared loss.

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Algorithm 1: Bernstein Online Aggregator (BOA).

Data: learning rate γResult: Sequence ω1, . . . ,ωninitialization: ω0 ← initial weights (e.g. 1/k);for t ∈ 1, 2, . . . , n do

Lj,t ← `(yt, fj(xt|Dt−1))− `(yt, ft−1,ωt−1(xt))

πj,t ←πj,t−1 exp

[− γLj,t(1 + γLj,t)

]exp

[− γ] ;

end

This technique, also called ensemble prediction, based on aggregation ofpredictive models, gives an easy way to improve forecasting by using expertforecasts directly. In the context of energy markets, O’Neill et al. (2010)shows that a model based on aggregation of simple ones can reduce residentialenergy cost and smooths energy usage. Levina et al. (2009) considered thecase where a supplier predicts consumer demand by applying an aggregatingalgorithm to a pool of online predictors.

2.3 Bandits

A related problem is the one where an agent have to choose, repeatedly,among various options but with incomplete information. Multi-armed ban-dits come from one-armed bandit, understand slot machines, used in casinos.Imagine an agent playing with several one-armed bandit machines, each onehaving a different (unknown) probability of reward associated with. Thegame is seen as a sequence of single arm pull action and the goal is to maxi-mize its cumulative reward. What could be the optimal strategy to get thehighest return?

In order to solve this problem and find the best empirical strategy, theagent has to explore the environment to figure out which arm gives the bestreward, but at the same time must choose most of the time the empiricaloptimal one. It is the exploration-exploitation trade-off: each step eithersearching for new actions or exploiting the current best one.

The one-armed bandit problem was used in economics in Rothschild(1974), when trying to model the strategy of a single firm facing a marketwith unknown demand. In an extension, Keller and Rady (1999) consider

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the problem of the monopolistic firm facing an unknown demand that issubject to random changes over time. Note that the case of several firms ex-perimenting independently in the same market was addressed in McLennan(1984). The choice between various research projects often takes the formof a bandit problem. In Weitzman (1979), each arm represents a distinctresearch project with a random reward associated with it. The issue is tocharacterize the optimal sequencing over time in which the projects shouldbe undertaken. It shows that as novel projects provide an option value to theresearch, the optimal sequence is not necessarily the sequence of decreasingexpected rewards. More recently, Bergemann and Hege (1998) and Berge-mann and Hege (2005) model venture, or innovation, as a Poisson banditmodel with variable learning intensity.

Multi-armed bandit problems are a particular case of reinforcement learn-ing problems. However, in the bandits case the action does not impact theagent state. Bandits are an subset of model in online learning; and benefitsof theoretical results under strong assumptions, most of the time to strongfor real-world problems. The multi-armed bandit problem, originally de-scribed by Robbins (1952), is a statistical decision model of an agent tryingto optimize his decisions while improving his information at the same time.The multi-armed bandit problem and many variations are presented in de-tail in Gittins (1989) and Berry and Fristedt (1985). An alternative proof ofthe main theorem, based on dynamic programming can be found in Whittle(1983). The basic idea is to find for every arm a retirement value, and thento choose in every period the arm with the highest retirement value.

In bandits, the information that the learner gets is more restraint thanin general online learning: the learner has only access to the cost (loss orreward). At each step t, the learner choose yt ∈ 1, . . . , K. Then the lossvector (`t(1), . . . , `t(K)) is established. Eventually, the learner has access to`t(yt).

Such a problem is called |A|−multi-armed bandit in the literature, whereA is the set of action. The learner has K arms, i.e K probability distributions(ν1, . . . , νK). Each step t, the agent pulls an arm at ∈ 1, . . . , K and receivesa reward rt following the probability distribution νat . Let µk be the meanreward of distribution νk. The value of an action at is the expected rewardQ(at) = E[rt|at]: if action at at t is referring to picking the k-th arm ofthe slot machine, then Q(at) = µk. The goal is to maximize the cumulativerewards

∑Tt=1 rt. The bandit algorithm is thus a sequential sampling strategy:

at+1 = ft(at, rt, . . . , a1, r1).

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To measure the bandit algorithm performance, we use the previous de-fined regret. Maximizing the cumulative reward becomes maximizing thepotential regret, i.e. the loss of not choosing the optimal actions.We note µ∗ = max

a∈1,...,Kµa and the optimal policy is

a∗ = argmaxa∈1,...,K

µa

= argmaxa∈1,...,K

Q(a)

.

The regret of a bandit algorithm is thus:

Rν(A, T ) = Tµ∗ − E

[T∑t=1

rt

]= Tµ∗ − E

[T∑t=1

Q(at)

]where the first term is the sum of rewards of the oracle strategy which alwaysselects a∗, and the second is the cumulative reward of the agent’s strategy.

What could be an optimal strategy ? To get a small regret, a strategyshould not select to much sub-optimality arms, i.e. µ∗ − µa > 0, which re-quires to try all arms to estimate the values of these gaps. This leads tothe exploration exploitation trade-off previously mentioned. Betting on thecurrent best arm at = argmax µat is called exploitation, while checkingthat no other arm are better at 6= argmax µat to find a lower gap is calledexploration. This will be called a greedy action, since it might also be inter-esting to explore by selecting a non-optimal action that might improve ourestimation.

For essentially computational reason (mainly keeping record of all therewards on the period), it is preferred to write the value function in anincremental expression, as described in Sutton and Barto (1998),

Qt+1 =1

t

t∑i=1

ri =1

t((t− 1)Qt + rt) = Qt +

1

t(rt −Qt)

This leads to the general update rule:

NewEstimate = OldEstimate + StepSize (Target - OldEstimate),

where Target is a noisy estimate of the true target, and StepSize may dependson t and a. This value function expression, which also identifies to a gradientdescent, has already be observed in concerning expert aggregation and willbe studied again in the following.

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Recently, Misra et al. (2019) consider the case where sellers must decide,on real-time, prices for a large number of item, with incomplete demand in-formation. Using experiments, the seller learns about the demand curve andthe profit-maximizing price. The multi-armed bandit algorithms provides anautomated pricing policy, using a scalable distribution-free algorithm.

2.4 Reinforcement Learning: a short description

In the context of prediction and games (tic-tac-toe, chess, go, or video games),choosing the ‘best’ move is complicated. Creating datasets used in the previ-ous approaches (possibly using random simulation) is too costly, since ideallywe would like to get all possible actions (positions on the chess board or handsof cards). As explained in Goodfellow et al. (2016, page 105), “some machinelearning algorithms do not just experience a fixed dataset. For example, re-inforcement learning algorithms interact with an environment, so there is afeedback loop between the learning system and its experiences”.

2.4.1 The concepts

In Reinforcement Learning, as in Multi-armed Bandits, data is available atsequential order. But the actions depends on the environment, thus an actionat a certain state could give a different reward re-visiting the same state.More specifically, at time t

- the learner takes an action at ∈ A

- the learner obtains a (short-term) reward rt ∈ R

- then the state of the world becomes st+1 ∈ S

The states S refer to the different situations the agent might be in. Inthe maze, the location of the rat is a state of the world. The actions Arefer to the set of options available to the agent at some point in time,across all states of the world, and therefore, actions might depend on thestate. If the rat is facing a wall, in a dead-end, the only possible action isusually to turn back, while, at some crossroad, the rat can choose variousactions. The rewards set R refer to how rewards (and possibly punishments)are distributed. It can be deterministic, or probabilistic, so in many cases,agents will compute expected values of rewards, conditional on states and

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actions. These notations were settled in Sutton and Barto (1998), where thegoal is to maximize rewards, while previously, Bertsekas and Tsitsiklis (1996)suggested to minimze costs, with some cost-to-go functions.

As in Bandits, the interaction between the environment and the agentinvolves a trajectory (called also episode). The trajectory is characterized bya sequence of states, actions and rewards. The initial state leads to the firstaction which gives a reward; then the model is fed by a new state followedby another action and so on.

To determine the dynamics of the environment, and thus the interactionwith the agent, the model relies on transition probabilities. It will be based onpast states, and past actions, too. Nevertheless, with the Markov assumption,we will assume that transition probabilities depend only on the current stateand action, and not the full history.

Let T be a transition function S ×A× S → [0, 1] where:

P[st+1 = s′

∣∣st = s, at = a, at−1, at−2, . . .]

= T (s, a, s′).

As a consequence, when selecting an action a, the probability distributionover the next states is the same as the last time we tried this action in thesame state.

A policy is an action, decided at some state of the world. Formally policiesare mapping from S into A, in the sense that π(s) ∈ A is an action chosenin state s ∈ S. Note that stochastic policies can be considered, and in thatcase, π is a S × A → [0, 1] function, such that π(a, s) is interpreted as theprobability to chose action a ∈ A in state s ∈ S. The set of policies isdenoted Π.

After time step t, the agent receives a reward rt. The goal is to maximizeits cumulative reward in the long run, thus to maximize the expected return.Resuming Sutton and Barto (1998), we can defined the return as the sum ofthe reward:

Gt =T∑

k=t+1

rk

Unlike in bandits approaches, here the cumulative reward is computed start-ing from t. Sometimes the agents can receive running reward, associatedto tasks where there is no notion of final time step, so we introduce thediscounted return:

Gt =∞∑k=0

γkrt+1+k

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where 0 ≤ γ ≤ 1 is the discount factor which gives more importance to recentreward (and can allow Gt to exist). We can also re-write Gt in a recursive(or incremental way too) since Gt = rt+1 + γGt+1.

To quantify the performance of an action, we introduce, as in the previoussection, the action-function, or Q-value on S ×A:

Qπ(st, at) = EP

[Gt

∣∣∣st, at, π] (1)

In order to maximize the reward, as in bandits, the optimal strategy ischaracterized by the optimal policies

π?(st) = argmaxa∈A

Q?(st, a)

.

That function can be used to derive an optimal policy, and the optimal valuefunction producing the best possible return (in sense of regret):

Q?(st, at) = maxπ∈Π

Qπ(st, at)

.

Considering optimal strategy and regret leads to the previously mentionedexploration exploitation trade-off. As seen in the bandits section, the learnertry various actions to explore the unknown environment in order to learnthe transition function T and the reward R. The exploration is commonlyimplemented by ε-greedy algorithm (described in the bandits section), as inMonte-Carlo methods or Q-learning.

Bergemann and Vlimki (1996) provided a nice economic application ofthe exploration-exploitation dilemma. In this model, the true value of eachseller’s product to the buyer is initially unknown, but additional informationcan be gained by experimentation. When assuming that prices are givenexogeneously, the buyer’s problem is a standard multi-armed bandit problem.The paper in nevertheless original since the cost of experimentation is hereendogenized.

2.4.2 An inventory illustration

A classical application of such framework is the control of inventory, withlimited size, when the demand is uncertain. Action at ∈ A denote thenumber of ordered items arriving on the morning of day t. The cost is pat ifthe individual price of items is p (but some fixed costs to order items can also

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be considered). Here A = 0, 1, 2, . . . ,m where m is the maximum size ofstorage. States st = S are the number of items available at the end of the day(before ordering new items for the next day). Here also, S = 0, 1, 2, . . . ,m.Then, the state dynamics are

st+1 =(

min(st + at),m − εt)

+

where εt is the unpredictable demand, independent and identically distributedvariables, taking values in S. Clearly, (st) is a Markov chain, that can bedescribed by its transition function T ,

T (s, a, s′) = P[st+1 = s′

∣∣st = s, at = a]

= P[εt =

(min(s+ a),m − s′

)+

]The reward function R is such that, on day t, revenue made is

rt = −pat + pεt = −pat + p(

min(st + at),m − st+1

)+

= R(st, at, st+1)

where p is the price when items are sold to consumers (and p is the pricewhen items are purchased). Note that in order to have a more interesting(and realistic) model, we should introduce fixed costs to order items, as coststo store item. In that case

rt = −pat + p(

min(st + at),m − st+1

)+− k11at>0 − k2st,

for some costs k1 and k2. Thus, reinforcement learning will appear quitenaturally in economic problems, and as we will see in the next section, sev-eral algorithms can be used to solve such problems, especially when somequantities are unknown, and can only be estimated... assuming that enoughobservations can be collected to do so.

3 Reinforcement Learning

Now that most of essential notions have been defined and explained, wecan focus on Reinforcement Learning principles, and possible extensions.This section deals with the most common approaches, its links with ordinaryeconomy or finance problems and, eventually, some know difficulties of thosemodels.

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3.1 Mathematical context

Classically, a Markov property is assumed on the reward and the obser-vations. A Markov decision process (MDP) is a collection (S,A, T, r, γ)where S is a state space, A is an action space, T the transition functionS × A × S → [0, 1], R is a reward function S × A × S → R+ and γ ∈ [0, 1)is some discount factor. A policy π ∈ Π is a mapping from S to A.

Algorithm 2: Policy generation

Data: transition function T and policy πResult: Sequence (at, st)initialization: s1 ← initial state;for t ∈ 1, 2, . . . do

at ← π(st) ∈ A ;

st+1 ← T (st, at, ·) = P[st+1 = ·

∣∣st, at, ] ∈ S ;

end

Given a policy π, its expected reward, starting from state s ∈ S, at timet, is

V π(st) = EP

(∑k∈N

γkrt+k

∣∣∣st, π) (2)

called value of a state s under policy π, where rt = Ea[R(st, a, st+1)] whena ∼ π(st, ·) and P is such that P(St+1 = st+1|st, at) = T (st, a, st+1). Since thegoal in most problem is to find a best policy – that is the policy that receivesthe most reward – define

V ?(st) = maxπ∈Π

V π(st)

As in Watkins and Dayan (1992), one can define the Q-value on S × A

as

Qπ(st, at) = EP

(∑k∈N

γkrt+k

∣∣∣st, at, π)which can be written, from Bellman’s equation (see Bellman (1957))

Qπ(st, at) =∑s′∈S

[r(st, at, s

′) + γQπ(s′, π(s′))]T (st, at, s

′) (3)

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Algorithm 3: Policy valuation

Data: policy π, threshold ε > 0, reward R(s, a, s′), ∀s, a, s′Result: Value of policy π, V π

initialization: V (s) for all s ∈ S and ∆ = 2ε;while ∆ > ε do

∆← 0 for s ∈ S dov ← V (s) ;

V (s)←∑a∈A

π(a, s)∑s′∈∫

T (s, a, s′)[R(s, a, s′) + γV (s′)

];

∆← max∆, |v − V (s)|end

end

and as previously, let

Q?(st, at) = maxπ∈Π

Qπ(st, at)

.

Observe that Qπ(st, at) identifies to the value function in state st when play-ing action at at time t and then acting optimally. Hence, knowing the Q-function directly provides the derivation of an optimal policy

π?(st) = argmaxa∈A

Q?(st, a)

.

This optimal policy π? assigns to each states s the highest-valued action. Inmost applications, solving a problem boils down to computing the optimalpolicy π?.

Note that with finite size spaces S and A, we can use a vector form forQπ(s, a)’s, Qπ, which is a vector of size |S||A|. In that case, Equation (3)can be written

Qπ = R+ γPΠQπ (4)

where R is such that

R(s,a) =∑s′∈S

r(st, at, s′)T (st, at, s

′)

and PΠ is the matrix of size |S||A| × |S||A| that constraints transitionprobabilities, from (s, a) to (s′, π(s′)) (and therefore depends on policy π).

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If we use notations introduced in section 2.4, we have to estimate Q(s, a)for all states s and actions a, or function V (s). Bellman equation on Qπ

means that V π satisfies

V π(st) =∑s′∈S

[r(st, π(st), s

′) + γV π(s′)]T (st, π(st), s

′). (5)

Algorithm 4: Direct policy search

Data: A threshold ε, reward R(s, a, s′), ∀s, a, s′Result: Optimal policy π?

initialization: V (s) for all s ∈ S and ∆ = 2ε;while ∆ > ε do

∆← 0 for s ∈ S dov ← V (s) ;

V (s)← maxa∈A

∑s′∈S

T (s, a, s′)[R(s, a, s′) + γV (s′)

];

∆← max∆, |v − V (s)|;end

endfor s ∈ S do

π(s)← argmaxa∈A

∑s′∈S

T (s, a, s′)[R(s) + γV (s′)

];

end

Unfortunately, in many applications, agents have no prior knowledge ofreward function r, or transition function T (but do know that it satisfies theMarkov property). Thus, the agent will have to explore – or perform actions– that will give some feedback, that can be used, or exploited.

As discussed previously, Q function is updated using

Q(s, a)← (1− α)Q(s, a) + α(r(s, a, s′) + γmax

a′∈A

Q(s′, a′)

).

A standard procedure for exploration is the ε-greedy policy, mentionedalready in the bandit context, where the learner makes the best action withprobability 1 − ε, and consider a randomly selected action with probabilityε. Alternatively, consider some exploration function that will give preference

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to less-visited states, using some sort of penalty

Q(s, a)← (1− α)Q(s, a) + α

(r(s, a, s′) + γmax

a′∈A

Q(s′, a′) +

κ

ns,a

).

where ns,a denotes the number of times where state (s, a) has been visited,where κ will be related to some exploration rate. Finally, with the Boltzmannexploration strategy, probabilities are weighted with their relative Q-values,with

p(a) =eβQ(s,a)

eβQ(s,a1) + · · ·+ eβQ(s,an),

for some β > 0 parameter. With a low value for β, the selection strategytends to be purely random. On the other hand, with a high value for beta,the algorithm selects the action with the highest Q-value, and thus, ceasesthe experiment.

3.2 Some Dynamical Programming principles

In Dynamic Programming, as well as in most of Reinforcement Learningproblem, we use value functions to choose actions and build an optimal policy.Many algorithms of this field compute optimal policies in a fully know modelin a Markov decision process environment. It is not always possible in real-world problems or too computational expensive. However, ReinforcementLearning lies on several principles of Dynamic Programming and we presenthere a way to obtain an optimal policy once we have found the optimal valuefunctions which satisfy the Bellman equation: the Policy iteration.

3.2.1 Policy iteration

Value function V π satifies Equation (5), or to be more specific a system of|S| linear equations, that can be solved when all functions – T and r – areknown. An alternative is to use an iterative procedure, where Bellman’sEquation is seen as a updating rule, where V π

k+1 is an updated version of V πk

V πk+1(st) =

∑s′∈S

[r(st, π(st), s

′) + γV πk (s′)

]T (st, π(st), s

′). (6)

The value function V π is a fixed point of this recursive equation.

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Once we can evaluate a policy π, Howard (1960) suggested a simple iter-ative procedure to find the optimal policy, called policy iteration. The valueof all action a is obtained using

Qπ(st, a) =∑s′∈S

[r(st, a, s

′) + γV π(s′)]T (st, a, s

′),

so if Qπ(st, a) is larger than V π(st) for some a ∈ A, choosing a instead ofπ(st) would have a higher value. It is then possible to improve the policyby selecting that better action. Hence, a greedy policy π′ can be considered,simply by choosing the best action,

π′(st) = argmaxa∈A

Qπ(st, a).

The algorithm suggested by Howard (1960) starts from a policy π0, and then,at step k, given a policy πk, compute its value V πk then improve it with πk+1,and iterate.

Unfortunately, such a procedure can be very long, as discussed in Bert-sekas and Tsitsiklis (1996). And it assumes that all information is available,which is not the case in many applications. As we will see in the next sec-tions, it is then necessary to sample to learn the model – the transition rateand the reward function.

3.2.2 Policy Iteration using least squares

Qπ(s, a) is essentially an unknown function, since it is the expected valueof the cumulated sum of discounted future random rewards. As discussedin Section 2.2, a natural stategy is to use a parametric model, Qπ(s, a,β)that will approximate Qπ(s, a). Linear predictors are obtained using a linearcombination of some basis functions,

Qπ(s, a,β) =k∑j=1

ψj(s, a)βj = ψ(s, a)>βj,

for some simple functions ψj, such as polynomial transformations. With thenotation of section 2.4.1, write Qπ = Ψβ. Thus, substituting in equation(4), we obtain

Ψβ ≈ R+ γPΠΨβ or(Φ− γPΠΨ

)β ≈ R.

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As in section 2.4.1, we have an over-constrained system of linear equations,and the least-square solution is

β? =((Ψ− γPΠΨ)>(Ψ− γPΠΨ)

)−1(Ψ− γPΠΨ)>R.

This is also called Bellman residual minimizing approximation. And asproved in Nedic and Bertsekas (2003) and Lagoudakis and Parr (2003), forany policy π, the later can be written

β? =(Ψ>(Ψ− γPΠΨ)︸ ︷︷ ︸

=A

)−1Ψ>R︸ ︷︷ ︸

=b

.

Unfortunately, when rewards and transition probability are not given, wecannot use (directly) the equations obtained above. But some approximation,based on previous t observed values can be used. More precisely, at time twe have a sample Dt = (si, ai, ri), and we can use algorithm 5.

Algorithm 5: Least square policy iteration

Data: Policy π, γ, sample Dt and basis functions ψjResult: Optimal πinitialization A← 0 and B ← 0;for i ∈ 1, 2, · · · , t− 1 do

A← A+ ψ(si, ai)(ψ(si, ai)− γψ(si+1, π(si+1))

)>;

b← b+ ψ(si, ai)ri ;

end

β? ← A−1b ;

π?(s)← argmaxa∈A

ψ(s, a)>β?

If states and actions are uniformely observed on those t past values, A

and b converge respectively towards A and b and therefore, β? = A−1b is a

consistent approximation of β?.

3.2.3 Model-Based vs Model-Free Learning

Model-based strategies are based on a fully known environment. We canlearn about the state transition T (st, at, st+1) = P(St+1 = st+1|st, at) and the

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reward function R(st) and find the optimal solution using dynamic program-ming. Starting from s0, the agent will chose randomly selection actions inA at each step. Let (si, ai, si+1) denote the simulated set of present state,present action and future state. After n generations, the empirical transitionis

Tn(s, a, s′) =

∑i 1(s,a,s′)(si, ai, si+1)∑

i 1(s,a)(si, ai)

and

Rn(s, a, s′) =

∑iR(si, ai, si+1)∑

i 1(s,a,s′)(si, ai, si+1)

By the law of large numbers, Tn and Rn will respectively converge towardsT and R, as n goes to infinity. This is the exploration part.

That strategy is opposed to so-called model-free approaches.In the next sections, we will describe classical model-free algorithms:

Temporal-Difference (TD), Policy Gradient and Actor-Critic. For the firstone, we will focus on one significant breakthroughs in reinforcement learn-ing, the Q-learning (introduced in Watkins (1989)), an off-policy TD controlmodel. As TD approach, it will necessitate to interact with the environment,meaning that it will be necessary to simulate the policy, and to generatesamples, as in the generalized policy iteration (GPI) principle, introducedin Sutton and Barto (1998). Recent works using neural network, like DeepQ-Network (DQN) show impressive results in complex environment.

3.3 Some Solution Methods

Here is presented briefly some common methods to solve ReinforcementLearning problems.

3.3.1 Q-learning

Q-learning was introduced in Watkins and Dayan (1992). Bellman Equation(3) was

Qπ(st, at) =∑s′∈S

[R(st, at, s

′) + γQπ(s′, π(s′))]T (st, at, s

′),

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and the optimal value was satisfies

Q?(st, at) =∑s′∈S

[R(st, at, s

′)+γV ?(s′)]T (st, at, s

′) where V ?(s′) = maxa′∈A

Q?(s′, a′)

.

Thus, Q-learning is based on the following algorithm: starting from Q0(s, a),at step k + 1 set

Qk+1(s, a) =∑s′∈S

[R(s, a, s′) + γmax

a′∈A

Qk(s

′, a′)]T (s, a, s′).

This approach is used in Hasselt (2010) where the Q-function, i.e. value-function, is approximated by a neural network.

3.3.2 Policy Optimization

In order to avoid computing and comparing the expected return of differ-ent actions, as in Q-learning, an agent could learn directly a mapping fromstates to actions. Here, we try to infer a parameterized policy π(a|s, θ) thatmaximizes the outcomes reward from an action on an environment. Pol-icy learning converges faster than Value-based learning process and allowscontinuous action space of the agent as the policy is now a parameterizedfunction depending on θ. An infinite number of actions would be compu-tationally too expensive to optimize. This approach is based the on PolicyGradient Theorem from Sutton and Barto (1998).

3.3.3 Approximate Solution Methods: Actor-Critic

Actor-Critics aim to take advantage of both Value and Policy approaches .By merging them, it can benefit of continuous and stochastic environmentsand faster convergence of Policy learning, and sample efficiency and steadyof Value one. In the Actor-Critic approach, two model interact in orderto gives the best cumulative reward. Using simultaneously an actor, whichupdates the policy parameter, and a critic which updates the value functionor action-value function, this model is able to learn complex environmentsas well as complex Value-functions.

3.4 Inverse Reinforcement Learning

In the econometric literature, this problem can be found in many articlespublished in the 80’s, such as Miller (1984) in the context of job match-

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ing and occupational choice, Pakes and Schankerman (1984) on the rate ofobsolescence of patents, and research gestation lags, Wolpin (1984) on the es-timation of a dynamic stochastic model of fertility and child mortality, Pakes(1986) on optimal investment strategies or Rust (1987) on replacement of busengines, where structural models are used to better understand human de-cision making. Hotz and Miller (1993), Aguirregabiria and Mira (2002) ormore recently Magnac and Thesmar (2002) or Su and Judd (2012) mentionedthe computational complexity of such algorithms on economic applications.

Most of those approaches are related to the literature on dynamic discretechoice model (see Aguirregabiria and Mira (2010) for a survey, or Semenova(2018) for connections with machine learning tools). In those models, there isa finite set of possible actions A, as assumed also in the previous descriptions,and they focus on conditional choice probability, which is the probability thatchoosing a ∈ A is optimal in state s ∈ S,

ccp(a|s) = P[a is optimal in state s] = P[Q(a, s) ≥ Q(a′, s), ∀a′ ∈ A

].

Assuming that rewards have a Gumbel distribution, we obtain a multinomiallogit model, where the log-odds ratios are proportional to the value function.For instance in the bus-repair problem of Rust (1987), the state s is themileage of the bus, and the action a is in the set opr, rep (either operate,or replace). Per period, the utility is

Uθ(st, εt, a) = εt + uθ = εt +

−OCθ(st) if a = opr−RC −OCθ(0) if a = rep

where RC is some (fixed) replacing cost, OCθ is the operating cost (thatmight depend on some parameter θ), and εt is supposed to have a Gumbeldistribution. The respective costs are supposed to be known

Then

ccpθ(a|s) =exp[vθ(s, a)]

exp[vθ(s, opr)] + exp[vθ(s, rep)]

where vθ(s, a) = uθ(s, a) + βEVθ(s, a) where ESθ(s, a) is the unique solutionof

EVθ(s, a) =

∫log[uθ(s, opr)+uθ(s

′, opr)+β(EVθ(s, opr)+EVθ(s′, rep))

]T (s′|s, a)

Hotz and Miller (1993) proved that the mapping between conditional choiceprobabilities and choice specific value function is invertible. As discussed in

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Su and Judd (2012), based on observed decisions made by the superintendentof maintenance of the bus company, structural estimation is computationallycomplex.

The main idea of inverse reinforcement learning (or learning from demon-stration, as defined in Schaal (1996)) is to learn the reward function based onthe agent’s decisions, and then find the optimal policy (the one that maxi-mizes this reward function) using reinforcement learning techniques. Similartechniques are related to this idea. In imitation learning (also called be-havioral cloning in Bain and Sammut (1995)), we learn the policy using su-pervised learning algorithms, based on the sample of observations (si, ai),that is unfortunately not distributed independently and identically in thestate-action space. In apprenticeship learning, we try to find a policy thatperform as well as the expert policy, as introduced in Abbeel and Ng (2004).Rothkopf and Dimitrakakis (2011) mentioned applications of reinforcementlearning on preference elicitation, extended in Klein et al. (2012). See Nget al. (2000) for a survey of various algorithms used in inverse reinforcementlearning, as well as Abbeel and Ng (2004).

4 Applications

4.1 Applications in Economic Modeling

If it is possible to find a framework very similar to the one use in reinforcementlearning in old economic literature (see for instance the seminal thesis Hellwig(1973)), as mentioned in Arthur (1991) or Barto and Singh (1991), two surveyof reinforcement learning techniques in computational economics, publishedthirty years ago. Recently, Hughes (2014) updated the survey on applicationsof reinforcement learning to economic problems with up-to-date algorithms.

4.1.1 Consumption and Income Dynamics

Consider an infinitely living agent, with utility u(ct) when consuming ct ≥ 0in period t. That agent receives random income yt at time t, and assume that(yt) is a Markov process with transition T (s, s′) = P[yt+1 = s′|yt = s]. Let wtdenote the wealth of the agent, at time t, so that wt+1 = wt+yt−ct. Assumethat the wealth must be non-negative, so ct ≤ wt + yt. And for convenience,w0 = 0, as in Lettau and Uhlig (1999). At time t, given state st = (wt, yt),

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we seek c?t solution of

v(wt, yt) = maxc∈[0,wt+yt]

u(c) + γ

∑y′

[v(wt + yt − c, y′)

]T (yt, y

′)

This is a standard recursive model, discussed in Ljungqvist and Sargent(2018) or Hansen and Sargent (2013), assuming that utility function u iscontinuous, concave, strictly increasing and bounded, the value function vis itself continuous, concave, strictly increasing and bounded in wealth wt,and gives a unique decision function c?(wt, yt). Stokey et al. (1989) extentedthat model to derive a general dynamic decision problem where income yis now a state s ∈ S = s1, . . . , sn, and consumption c is now an actiona ∈ A = a1, . . . , am. Utility is now a function of (s, a), and it is assumethat the state process (st) is a Markov chain, with transition matrix T a

(and transition function Ta). The decision problem is written as a dynamicproblem

v(s) = maxa∈A

u(s, a) + γEs′∼Ta

[v(s′)

]Using contraction mapping theorems, there is a unique solution v? to thisproblem, that can be characterized by some decision function π? : S 7→ Athat prescribes the best action π?(s) in each state s.

vπ(s) = u(s, π(s)) + γEs′∼Ta[vπ(s′)

]The solution can be obtained easily using some matrix formulation, vπ =(In − γT π)−1uπ, where vπ = (vπ(si)) ∈ Rn, T π = [T π(si)(sj)] is a n × nmatrix, and uπ = (si, π(si)) ∈ Rn. Once vπ is obtained for any policy π,then v? is the maximum value. Stokey et al. (1989) gives several rules ofthumb to solve that problem more efficiently, inspired by Holland (1986).

In the context of multiple agents, Kiyotaki and Wright (1989) describesan economy with three indivisible goods, that could be stored, but with acost, and three types of agents, infinitely living, favoring one of the good. InBasci (1999), agents do not know the equilibrium strategies and act accordingto some randomly held beliefs regarding the values of the possible actions.Agents have opportunities of both learning by experience, and by imitation.Basci (1999) observes that the presence of imitation either speeds up socialconvergence to the theoretical Markov-Nash equilibrium or leads every agentof the same type to the same mode of suboptimal behavior. We will discussNash equilibrium with multiple agents in the next section.

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4.1.2 Bounded Rationality

Simon (1972) discussed the limits of the rationality concept, central in mosteconomic models, introducing the notion of bounded rationality, related tovarious concepts that were studied afterwards, such as bounded optimality(as in Russell and Subramanian (1995) with possible limited thinking time,or memory constraints) or computational rationality (as defined in Gershmanet al. (2015)) minimal rationality (such as Cherniak (1986) where minimalsets of conditions to have rationality are studied), ecological or environmen-tal rationality (with a close look at the environment, that will influence de-cisions, as discussed in Gigerenzer and Goldstein (1996)). More recently,Kahneman (2011) popularized this concept with the two modes of thought:system 1 is fast, instinctive and emotional while System 2 is slower, moredeliberative, and more logical. Simon (1972) suggests that bounded ratio-nality can be related to uncertainty, incomplete information, and possibledeviations from the original goal, emphasizing the importance of heuristicsto solve complex problems, also called practical rationality (see Rubinstein(1998) of Aumann (1997) for some detailed survey). Recently, Leimar andMcNamara (2019) suggested that adaptive and reinforcement learning leadsto bounded rationality, while Abel (2019) motivates reinforcement learningas a suitable formalism for studying boundedly rational agents, since “at ahigh level, Reinforcement Learning unifies learning and decision making intoa single, general framework”.

Simon (1972) introduce dthe problem of infinite regress, where agents arespending more resources on finding the optimal simplification of the problemthan solving the original problem. This simplification problem is related tothe sparsity issue in standard supervised learning. Gabaix (2014) discussedalgorithms for finding a sparse model, either with short range memory, orfocusing on local thinking, as defined in Gennaioli and Shleifer (2010) (whereagents combine data received from the external world with information re-trieved from memory to evaluate a hypothesis). Reinforcement learning pro-vides powerful tools to solve complex problems, where agents are supposeto have bounded rationality. And the literature (in reinforcement learning)has developed sereval measures for evaluating the capacity of an agent toeffectively explore its environment. The first one is the regret of an agent,which measures how much worse the agent is relative to the optimal strategy(that could be related to unbounded rationality). The second one is the sam-ple complexity (or computational complexity) which measures the number of

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samples an agent need before it can act near-optimally, with high probability.

4.1.3 Single firm dynamics

Jovanovic (1982) gave the framework for most models dealing with industrydynamics with Bayesian learning. In a model of competition between firmswith multiple equilibrium, firms are engaged in an adaptive process, wherethey learn how to play an equilibrium of the game, as in Fudenberg andLevine (1998). In those models, firms know the model that describes theenvironment, but there are uncertainties. So agents will learn over time aboutthese elements, when new information arrives. Note that this approach isdifferent from the one in evolutionary game theory (as in Samuelson (1997))for instance, where agents might not even know that they play a game.

Consider a monopolistic firm, taking actions at ∈ A – say investmentdecisions – in order to maximize its expected discounted inter-temporal profit.States of the world are st ∈ S, and we assume that they can be modeled viaa Markov process. If future investments are uncertain, it can be assumedthat the first will use the same optimal decision rule that the one it uses attime t, taking into account available information. Let rt denote the profitobtained at time t.

In economic literature, rational expectations were usually considered inearly models, meaning that the expectation is computed under the truetransition probability. Nevertheless, Cyert and DeGroot (1974) or Feldman(1987) suggested that the first should learn this transition probability π, anda Bayesian framework was considered. Starting from a prior belief, transi-tion probabilities T are supposed to belong to some space T , and experienceis used to update mixing probabilities on T . Sargent (1993) considered aweaker updating rule, simpler (related to linear approximations in Bayesianmodels) but not optimal, usually called adaptative learning. In that case,belief at time t, Tt(s, a, s

′) is a weighted sum of Tt−1(s, a, s′) and some dis-tance between T (s, a, s′) and (st−1, at−1, st) (through some kernel function).If the weight related to the new observation is of order 1/t, recursive leastsquares learning is obtained; if weights are constant, adaptative learning ishere faster than standard Bayesian learning, which is usually seen as a goodproperty when there are shocks in the economy.

Erev and Roth (1998) explicitly introduced the idea of stock of reinforce-ment, corresponding to the standard Q-function. and for any action-state

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pair (a, s), the updating rule is

Qt+1(a, s)← Qt(a, s) + γtk((a, s)− (at, st)

)where some kernel k is considered. Recently, Ito and Reguant (2016) usedreinforcement learning to describe sequential energy markets.

4.1.4 Adaptative design for experiments

Most experiments are designed to inform about the impact of choosing apolicy, among various that can be considered. And more precisely, as dis-cussed in Kasy and Sautmann (2019), the question which program will havethe largest effect is usually preferred to the question does this program havea significant effect, in many cases, see Chattopadhyay and Duflo (2004) andmore recently Athey and Imbens (2016), and references therein. If dynamicexperiments are considered, there are usually several waves, and the op-timal experimental design would usually learn from earlier waves, and as-sign more experimental agents to the better-performing treatments in futurewaves. Thus, this policy choice problem is a finite-horizon dynamic stochas-tic optimization problem. Thompson (1933) introduced this idea of adaptivetreatment assignment, and Weber (1992) proved that this problem can beexpressed using multi-armed bandits, and the optimal solution to this banditproblem is to choose the arm with the to the highest Gittins index, that canbe related to the so-called Thompson sampling strategy. Thompson samplingsimply assigns the next wave of agents to each treatment with frequenciesproportional to the probability that that each treatment is the optimal one.

As explained in Kasy and Sautmann (2019), standard experimental de-signs are geared toward point estimation and hypothesis testing. But theyconsider the problem of treatment assignment in an experiment with severalnon-overlapping waves, where the goal is to choose among a set of possi-ble policies (here treatments). The optimal experimental design learns fromearlier waves, and assigns more experimental units to the better-performingtreatments in later waves : assignment probabilities are an increasing con-cave function of the posterior probabilities that each treatment is optimal.They provide theoretical results to this exploration sampling design.

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4.2 Applications in Operations Research and GameTheory

Probably more interesting is the case where there are multiple strategicagents, interacting (see Zhang et al. (2019) for a nice survey). But before, letus mention the use of reinforcement learning techniques in operation research,and graphs.

4.2.1 Traveling Salesman

A graph (E, V ) is a collection of edgesE (possibly oriented, possibly weighted)and vertices (or nodes) V . There are many several classical optimizationproblems on graphs. In the traveling salesman problem, we want to finda subgraph (E?, V ) (with E? ⊂ E) which forms a cycle of minimum totalweight that visits each node V at least once. But one might also think ofmax-flow or max-cut problems, or optimal matching on bipartite graphs (seeGalichon (2017) for more examples, with economic applications). In severalproblems, we seek an optimal solution, which can be a subset V ? or E?, ofvertices or edges. In the traveling salesman problem (TSP), given an orderlist of nodes V ′ that defines a cycle (E? ⊂ E is the subset of edges (V ′i , V ′i+1)with V ⊂ V and V ′i , V

′i+1 ∈ E for all i), the associated loss function is

`(V ′) =∑i∈|V ′|

(w(V ′i , V

′i+1)), with V ′|V ′|+1 = V1.

Most TSP algorithms are sequential, which will make reinforcement learningperfectly appropriate here. For instance, the 2-opt algorithm (developed inFlood (1956) and Croes (1958)) suggests to iteratively remove two edges andreplace these with two different edges that reconnect the fragments createdby edge removal into a shorter tour (or that increases the tour least),

(i?, j?) = argmini,j=1,...,|V ′|

`(V ′)− `(V (ij))

, where V

(ij)k =

V ′j if k = iV ′i if k = jV ′k otherwise

Other popular techniques are for instance Christophides algorithm (devel-oped in Christofides (1976)) or some evolutionary model inspired by antcolonies (as developed in Dorigo and Gambardella (1996)). Here also, it canbe interesting to explore possibly non-optimal moves on a short term ba-sis (in the sense that locally they end-up in a longer route) Such sequential

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techniques can be formulated using the framework of reinforcement learn-ing. The states S are subsets of edges E in the context of TSP that forma cycle. In the 2-opt algorithm, actions A are nodes that will be permuted.Rewards are related to changes in the loss function (and the non-discountedsum of rewards is considered here). The nearest neighbour algorithm (whichis a greedy algorithm) or cheapest insertion (as defined in Rosenkrantz et al.(1974)) can also be seen with a reinforcement learning algorithm. StatesS are subsets of edges E that form partial cycles, and the action A meansgrowing the route with one node, by inserting it optimally. The rewards isrelated to the change in the tour length. That idea was developed in Gam-bardella and Dorigo (1995) recently, or Dai et al. (2017) for a recent survey ofreinforcement learning techniques in the context of optimization over graphs.

Deudon et al. (2018) provides insights on how efficient machine learningalgorithms could be adapted to solve combinatorial optimization problemsin conjunction with existing heuristic procedures. In Bello et al. (2016) theheuristic procedure is replaced by some neural networks. Despite the com-putational expense, an efficient algorithm is obtained.

4.2.2 Stochastic Games and Equilibrium

Consider n players, each of them taking actions ai ∈ Ai and receives a rewardri. Let a = (a1, . . . , an) ∈ A and r = (r1, . . . , rn). Note that ri is definedon S × A. When S is a singleton (and there is no uncertainty), it is asimple repeated game (or matrix game). A policy πi maps S into Ai. Letπ = (π1, . . . , πn), and π−i the collection of all component policies. Thus,π = (πi,π−i) means that player i uses policy πi while competitors followπ−i.

Maskin and Tirole (1988a) introduced the concept of Markov perfect equi-librium, which is a set of Markovian policies π = which simultaneously formsa Nash equilibrium, as discussed in details in Horst (2005) or Escobar (2013).The existence results of such equilibrium are usually performed in two step:first, we should prove that given any policies chosen by opponents, π−i, thereis a unique solution V ?

i (s); and then we prove that the static game has a Nashequilibrium for any state s. For the first step, the set of best response forplayer i is Πi(π−i) such that π?i ∈ Πi(π−i) if and only if for any πi and s ∈ S,

V(π?

i ,π−i)i (s) ≥ V

(πi,π−i)i (s). And a Nash equilibrium is a collection of policies

π = (π1, . . . , πn) such that for each player i, πi ∈ Πi(π−i). And therefore, noplayer can do better when changing policies, when other players continue to

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use their own strategies.Littman (1994) usedQ-learning algorithms for zero-sum stochastic games,

with two players. More precisely,

V1(s) = maxπ

mina2∈A2

∑a1∈A1

π(s, a1)Q1(s,a)

= −V2(s).

Erev and Roth (1998) proved that in many games, a one-parameter rein-forcement learning model robustly outperforms the equilibrium predictions.Predictive power is improved by adding a forgetting property and valuingexperimentation, with strong connections with rationality concepts. In thecontext of games, Franke (2003) applies the approach of reinforcement learn-ing to Arthur (1994)’s El Farol problem, where repeatedly a population ofagents decides to go to a bar or stay home, and going is enjoyable if, andonly if, the bar is not crowded.

The main difficulty arising when several agents are learning simultane-ously in a game is that, for each player, the strategy of all the other playersbecomes part of the environment. Hence the environment dynamics do notremain stationary as the other players are learning as they play. In suchcontext, classical single agent based reinforcement learning algorithms maynot converge to a targeted Nash equilibrium, and typically cycles in betweenseveral of them, see Hart and Mas-Colell (2003). As observed by Erev andRoth (1998) or in a more general setting by Perolat et al. (2018), stabilizingprocedures such as fictitious play (Robinson (1951)) allows to reach Nashequilibria in some (but not all, Shapley (1964)) multi Agent learning setting.Elie et al. (2020) observed that such property also extends to the asymptoticmean field game setting introduced by Huang et al. (2006) and Lasry andLions (2006a,b), where the size of the population is infinite and shares meanfield interaction. Multi-Agent reinforcement learning algorithms still lackscalability when the number of agents becomes large, a weakness that meanfield games asymptotic properties may hopefully allow to partially overcome.

4.2.3 Auctions and real-time bidding

The majority of online display ads are served through real-time bidding. Toplace an ad automatically, and optimally, it is critical for advertisers to havea learning algorithm that cleverly bids. Schwind (2007) did show that seeingthe bid decision process as a reinforcement learning problem, where the state

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space is represented by the auction information and the campaign’s real-timeparameters, while an action is the bid price to set, was very promising. Morerecently, Even Dar et al. (2009), Zhang et al. (2014), Cai et al. (2017) orZhao et al. (2018) use reinforcement learning algorithms to design a biddingstrategy.

As pointed out by recent articles, the scalability problem from the largereal-world auction volume, and campaign budget, is well handled by statevalue approximation using neural networks. Dtting et al. (2017) and Fenget al. (2018) suggested to use deep reinforcement learning (with deep neu-ral networks) for the automated design of optimal auctions. Even if theoptimal mechanism is unknown, they obtain very efficient algorithm, thatoutperforms more classical ones.

4.2.4 Oligopoly and dynamic games

As in the monopolistic case, the profit of firm i will depend on its investingstrategies ai,t, the capital of firm i as well as competitors. Models of oligopolywith investment and firm entry and exit have been studied in Ericson andPakes (1995). And in that framework, multiple equilibira are commonly ob-served, as proved in Doraszelski and Satterthwaite (2010). The concept ofexperience-based equilibrium was introduced in Fershtman and Pakes (2012),with possibly asymmetric information. Hence, firms use past payoffs to re-inforce the probability of choosing an action. In that framework, agentsexplicitly construct beliefs, which is no longer necessary with reinforcementlearning.

With adaptative learning, Marcet and Sargent (1989a,b) proved thatthere was convergence to a rational expectations equilibrium. The reinforce-ment learning model is here similar to the previous one, there are no as-sumption about belief of opponents’ strategies. Somehow, those algorithmsare more related to evolutionary games. Brown (1951) suggested that firmscould form beliefs about competitors’ choice probabilities, using some ficti-tious plays, also called Cournot learnning (studied more deeply in Hopkins(2002)). Bernheim (1984) and Pearce (1984) added assumptions on firmsbeliefs, called rationalizability, under which we can end-up with Nash equi-libria.

Maskin and Tirole (1988a,b) considered the case where two firms competein a Stackelberg competition: they alternate in moving, and then commit toa price for two periods, before (possibly) adjusting. They did observe cycles

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and tacit collusion within the two firms. Such a result was confirmed byKimbrough and Murphy (2008) and Waltman and Kaymak (2008). The laterstudied repeated Cournot games where all players act simultaneously. Theystudy the use of Q-learning for modeling the learning behavior of firms inthat repeated Cournot oligopoly games, and they show that Q-learning firmsgenerally learn to collude with each other, although full collusion usually doesnot emerge. Such a behavior was also observed in Schwalbe (2019) whereself-learning price-setting algorithms can coordinate their pricing behaviorto achieve a collusive outcome that maximizes the joint profits of the firmsusing them.

4.3 Applications in Finance

The dynamic control or hedge of risks on financial markets is a natural play-ground for the use of reinforcement learning algorithms. In the literature,dynamic risk management problems have been extensively studied in model-driven settings, using the tools from dynamic programming either in contin-uous or discrete time. In such framework, reinforcement learning algorithmsnaturally opens the door to innovative model-free numerical approximationschemes for hedging strategies, as soon as a realistic financial market simula-tor is available. Such simulator may typically incorporate market imperfec-tions and frictions (transaction costs, market impact, liquidity issues...). Inthe following sections, we detail more specifically recent applications on threetopics of interest in such context: pricing and hedging of financial derivatives,optimal asset allocation and market impact modeling.

4.3.1 Risk management

The valuation and hedging of financial derivatives are usually tackled in thequantitative finance literature using model-driven decision rules in a stochas-tic environment. Namely, for given model dynamics of the assets on a fi-nancial market, pricing and hedging of a derivative boils down to solving adynamic optimal control problem for a well chosen arbitrage free martingalemeasure. The practical hedging strategy then makes use of the so-calledGreeks, the sensitivities of the risk valuation to the different parameters ofthe model.

Such analysis usually lacks efficient numerical approximation methods inhigh dimensional settings, as well as precise tractable analytical solutions

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in the presence of realistic market frictions or imperfections. In the spiritof Weinan et al. (2017) , Buehler et al. (2019) introduced the idea of us-ing reinforcement learning based algorithm in such context, see also Fcampet al. (2019). Let consider given a realistic simulator of the financial marketpossible trajectories. We can encompass the price and/or hedging strategyof the financial derivative in a neural deep network (or any other approxi-mating class of function), and train/estimate the approximating function ina dynamic way. At each iteration, we measure the empirical performance(i.e. loss) of the hedging strategy obtained on a large number of MonteCarlo simulations, and update its parameters dynamically using any typicalreinforcement learning algorithm. In particular, such approach allows to en-compass scalable high dimensional risk dynamics as well as realistic marketfrictions or hedging using a large number of financial derivatives.

The design of the market simulator of course requires model-driven as-sumptions, such as the choice of a particular class of volatility models, aswell as its calibration. Nevertheless, we can mention recent attempts on thedesign of model free financial market simulator based on generative methods,such as the one developed e.g. in Wiese et al. (2019a,b).

4.3.2 Portfolio allocation

In a similar manner, the design of dynamic optimal investment strategy nat-urally falls into the scope of reinforcement learning type algorithms. Suchobservation goes back to Moody and Saffell (2001) and has developed a grow-ing interest in the recent literature Deng et al. (2016); Almahdi and Yang(2017): Classical Mean-variance trade-off in a continuous time setting is forexample revisited in Wang and Zhou (2019) using such viewpoint. Beinggiven a financial market simulator together with choices of return and riskmeasurement methods written in terms of running or terminal rewards, onecan learn optimal investment strategies using typical reinforcement learningalgorithms.

One could argue that such algorithms for portfolio allocation may oftenbe reduced to less sophisticate online or bandit type learning algorithms Liand Hoi (2014). Such argumentation does not remain valid in the morerealistic cases where the investor has a significant impact on the financialassets dynamics, as discussed in the next section.

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4.3.3 Market microstructure

When trades occur at a very high frequency or concern a large volume ofshares, buying and selling orders have an impact on the financial marketevolution, that one can not neglect. It modifies the shape of the order book,containing the list of waiting orders chosen by the other traders of the market.Being given a realistic order book dynamics simulator (or using the financialmarket as such), one can optimize using Reinforcement Learning algorithmsthe dynamic use of market and limit orders, see Spooner et al. (2018); Gueantand Manziuk (2020); Baldacci et al. (2019). The environment is given by thecurrent order book shapes while the state typically represents the inventoryof the trader, on a possibly high-dimensional financial market.

Such framework is with no doubt a perfect fit for reinforcement learn-ing algorithms. Nevertheless, a finer modeling perspective should take intoaccount that the order book dynamics result from the aggregation of othertraders actions, i.e. buy or sell orders. Hence, as observed e.g. in Ganeshet al. (2019); Vyetrenko and Xu (2019), such setting is more precisely de-scribed as a multi-agent learning problem, as the one described above inSection 4.2.2.

The practical use of reinforcement based learning algorithms on financialmarkets suffers two main drawbacks. The first one is the difficulty to createa realistic financial market simulator, together with the necessity to create arobust optimal trading strategy, in response to the differences between thereal market and the virtual one. The second and main one is the lack ofstationarity of the financial dynamics, which hereby do not allow to applyefficiently on future market dynamics, the investment strategies learned onthe past market data points. Besides, the aggregate use of model-free ap-proaches combined with hardly interpretable black box output policy shallinevitably lead to hardly controllable financial market dynamics.

5 Conclusion

Deep Reinforcement learning is nowadays the most popular technique for(artificial) agent to learn closely optimal strategy by experience. Majorscompanies are training self driving cars using reinforcement learning (seeFolkers et al. (2019), or Kiran et al. (2020) for a state-of-the-art). Such tech-niques are extremely powerful to models behaviors of animals, consumers,

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investors, etc. Economists have laid the groundwork for this literature, butcomputational difficulties slowed them down. Recent advances in computa-tional science are extremely promising, and complex economic or financialproblems would benefit from being reviewed in the light of these new results.

Nevertheless, algorithms perform well assuming that a lot of informationis available. More importantly, as the exploration may represent a very largenumber of possibilities, the use of deep reinforcement learning algorithmsrapidly requires very important computer power. In finance, despite the lackof stationary of the market, it is worth noting that these algorithms begin tobe quite popular.

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