Page 1 1 Reinforcement learning: Markov Decision Processes 1 Reinforcement Learning •You can think of supervised learning as the teacher providing answers (the class labels) •In reinforcement learning, the agent learns basedonapunishment/reward scheme 2 based on a punishment/reward scheme •Before we can talk about reinforcement learning, we need to introduce Markov Decision Processes Decision Processes: General Description •Decide what action to take next given that your action will affect what happens in the future •Real world examples: – Robot path planning 3 –Elevator scheduling –Travel route planning –Aircraft navigation – Manufacturing processes – Network switching and routing Sequential Decisions • Assume a fully observable, deterministic environment • Each grid cell is a state •The goal state is marked +1 4 g • At each time step, agent must move Up, Right, Down, or Left • How do you get from start to the goal state? Sequential Decisions • Suppose the environment is now stochastic • With 0.8 probability you go in the direction you intend • With 0 2 probability you With 0.2 probability you move at right angles to the intended direction (0.1 in either direction – if you hit the wall you stay put) • What is the optimal solution now? Sequential Decisions • Up, Up, Right, Right, Right reaches the goal state with probability 0.8 5 =032768 • But in this stochastic world, going Up, Up, Right, Right, Right might end up with 6 Right might end up with you actually going Right, Right, Up, Up, Right with probability (0.1 4 )(0.8)=0.00008 • Even worse, you might end up in the -1 state accidentally Page 2 1 Reinforcement learning: Markov Decision Processes 1 Reinforcement Learning •You can think of supervised learning as the teacher providing answers (the class labels) •In reinforcement learning, the agent learns basedonapunishment/reward scheme 2 based on a punishment/reward scheme •Before we can talk about reinforcement learning, we need to introduce Markov Decision Processes Decision Processes: General Description •Decide what action to take next given that your action will affect what happens in the future •Real world examples: – Robot path planning 3 –Elevator scheduling –Travel route planning –Aircraft navigation – Manufacturing processes – Network switching and routing Sequential Decisions • Assume a fully observable, deterministic environment • Each grid cell is a state •The goal state is marked +1 4 g • At each time step, agent must move Up, Right, Down, or Left • How do you get from start to the goal state? Sequential Decisions • Suppose the environment is now stochastic • With 0.8 probability you go in the direction you intend • With 0 2 probability you With 0.2 probability you move at right angles to the intended direction (0.1 in either direction – if you hit the wall you stay put) • What is the optimal solution now? Sequential Decisions • Up, Up, Right, Right, Right reaches the goal state with probability 0.8 5 =032768 • But in this stochastic world, going Up, Up, Right, Right, Right might end up with 6 Right might end up with you actually going Right, Right, Up, Up, Right with probability (0.1 4 )(0.8)=0.00008 • Even worse, you might end up in the -1 state accidentally 2 Transition Model • Transition model: a specification of the outcome probabilities for each action in each possible state •T(s, a, s’) = probability of going to state s’if you are in state sand do action a •The transitions are Markovianie. the probability of reachingstates’fromsdependsonlyonsandnotonthe 7 reaching state s from s depends only on s and not on the history of earlier states (aka The Markov Property) •Mathematically: Suppose you visited the following states in chronological order: s 0 , …, s t P(s t+1 | a, s 0 , …, s t ) = P(s t+1 | a, s t ) Markov Property Example Suppose s 0 = (1,1), s 1 = (1,2), s 2 = (1,3) If I go right from state s 2 , the s s 1 s 2 s 3 8 2 probability of going to s 3 only depends on the fact that I am at state s 2 and not the entire state history {s 0 , s 1 , s 2 } s 0 The Reward Function • Depends on the sequence of states (known as the environment history) •At each state s, the agent receives a reward R(s)which maybepositive ornegative(but 9 R(s) which may be positive or negative (but must be bounded) •For now, we’ll define the utility of an environment history as the sum of the rewards received Utility Function Example R(4,3) = +1 (Agent wants to get here) R(4,2) = -1 (Agent wants to avoid this R(s) = -0.04 (for all other states) U(s 1 , …, s n ) = R(s 1 ) + … + R(s n ) 10 If the states an agent goes through are Up, Up, Right, Right, Right, the utility of this environment history is: -0.04-0.04-0.04-0.04-0.04+1 Utility Function Example If there’s no uncertainty, then the agent would find the sequence of actions that maximizes the sum of the rewards of the visited states 11 Markov Decision Process The specification of a sequential decision problem for a fully observable environment with a Markoviantransition model and additive rewardsis called a Markov Decision Process (MDP) A MDPh th fll i t 12 An MDP has the following components: 1. A finite set of states S along with an initial state S 0 2. A finite set of actions A 3. Transition Model: T(s, a, s’) = P( s’ | a, s ) 4. Reward Function: R(s) Page 3 1 Reinforcement learning: Markov Decision Processes 1 Reinforcement Learning •You can think of supervised learning as the teacher providing answers (the class labels) •In reinforcement learning, the agent learns basedonapunishment/reward scheme 2 based on a punishment/reward scheme •Before we can talk about reinforcement learning, we need to introduce Markov Decision Processes Decision Processes: General Description •Decide what action to take next given that your action will affect what happens in the future •Real world examples: – Robot path planning 3 –Elevator scheduling –Travel route planning –Aircraft navigation – Manufacturing processes – Network switching and routing Sequential Decisions • Assume a fully observable, deterministic environment • Each grid cell is a state •The goal state is marked +1 4 g • At each time step, agent must move Up, Right, Down, or Left • How do you get from start to the goal state? Sequential Decisions • Suppose the environment is now stochastic • With 0.8 probability you go in the direction you intend • With 0 2 probability you With 0.2 probability you move at right angles to the intended direction (0.1 in either direction – if you hit the wall you stay put) • What is the optimal solution now? Sequential Decisions • Up, Up, Right, Right, Right reaches the goal state with probability 0.8 5 =032768 • But in this stochastic world, going Up, Up, Right, Right, Right might end up with 6 Right might end up with you actually going Right, Right, Up, Up, Right with probability (0.1 4 )(0.8)=0.00008 • Even worse, you might end up in the -1 state accidentally 2 Transition Model • Transition model: a specification of the outcome probabilities for each action in each possible state •T(s, a, s’) = probability of going to state s’if you are in state sand do action a •The transitions are Markovianie. the probability of reachingstates’fromsdependsonlyonsandnotonthe 7 reaching state s from s depends only on s and not on the history of earlier states (aka The Markov Property) •Mathematically: Suppose you visited the following states in chronological order: s 0 , …, s t P(s t+1 | a, s 0 , …, s t ) = P(s t+1 | a, s t ) Markov Property Example Suppose s 0 = (1,1), s 1 = (1,2), s 2 = (1,3) If I go right from state s 2 , the s s 1 s 2 s 3 8 2 probability of going to s 3 only depends on the fact that I am at state s 2 and not the entire state history {s 0 , s 1 , s 2 } s 0 The Reward Function • Depends on the sequence of states (known as the environment history) •At each state s, the agent receives a reward R(s)which maybepositive ornegative(but 9 R(s) which may be positive or negative (but must be bounded) •For now, we’ll define the utility of an environment history as the sum of the rewards received Utility Function Example R(4,3) = +1 (Agent wants to get here) R(4,2) = -1 (Agent wants to avoid this R(s) = -0.04 (for all other states) U(s 1 , …, s n ) = R(s 1 ) + … + R(s n ) 10 If the states an agent goes through are Up, Up, Right, Right, Right, the utility of this environment history is: -0.04-0.04-0.04-0.04-0.04+1 Utility Function Example If there’s no uncertainty, then the agent would find the sequence of actions that maximizes the sum of the rewards of the visited states 11 Markov Decision Process The specification of a sequential decision problem for a fully observable environment with a Markoviantransition model and additive rewardsis called a Markov Decision Process (MDP) A MDPh th fll i t 12 An MDP has the following components: 1. A finite set of states S along with an initial state S 0 2. A finite set of actions A 3. Transition Model: T(s, a, s’) = P( s’ | a, s ) 4. Reward Function: R(s) 3 Solutions to an MDP •Why is the following not a satisfactory solution to the MDP? [1,1]-Up [1,2]-Up 13 [,] p [1,3]-Right [2,3]-Right [3,3]-Right A Policy • Policy: mapping from a state to an action • Need this to be defined for all states so that the agent will always know what to do • Notation: 14 • Notation: – pdenotes a policy – p(s) denotes the action recommended by the policy pfor state s Optimal Policy •There are obviously many different policies for an MDP •Some are better than others. The “best” one is called the optimal policy p* (we will define best more precisely in later slides) • Note: every time we start at the initial state and execute a policy wegetadifferentenvironmenthistory(duetothe 15 policy, we get a different environment history (due to the stochastic nature of the environment) •This means we get a different utility every time we execute a policy • Need to measure expected utility ie. the average of the utilities of the possible environment histories generated by the policy Optimal Policy Example R(s)=-0.04 16 Notice the tradeoff between risk and reward! Roadmap for the Next Few Slides We need to describe how to compute optimal policies 1. Before we can do that, we need to define theutilityofastate 17 the utility of a state 2. Before we can do (1), we need to explain stationarityassumption 3. Before we can do (2), we need to explain finite/infinite horizons Finite/Infinite Horizons • Finite horizon: fixed time N after which nothing matters (think of this as a deadline) • Suppose our agent starts at (3,1), R(s)=-0.04, and N=3. Then to get to the +1 state, agent must go up. IfN 100 t tk th f t d 18 • If N=100, agent can take the safe route around Page 4 1 Reinforcement learning: Markov Decision Processes 1 Reinforcement Learning •You can think of supervised learning as the teacher providing answers (the class labels) •In reinforcement learning, the agent learns basedonapunishment/reward scheme 2 based on a punishment/reward scheme •Before we can talk about reinforcement learning, we need to introduce Markov Decision Processes Decision Processes: General Description •Decide what action to take next given that your action will affect what happens in the future •Real world examples: – Robot path planning 3 –Elevator scheduling –Travel route planning –Aircraft navigation – Manufacturing processes – Network switching and routing Sequential Decisions • Assume a fully observable, deterministic environment • Each grid cell is a state •The goal state is marked +1 4 g • At each time step, agent must move Up, Right, Down, or Left • How do you get from start to the goal state? Sequential Decisions • Suppose the environment is now stochastic • With 0.8 probability you go in the direction you intend • With 0 2 probability you With 0.2 probability you move at right angles to the intended direction (0.1 in either direction – if you hit the wall you stay put) • What is the optimal solution now? Sequential Decisions • Up, Up, Right, Right, Right reaches the goal state with probability 0.8 5 =032768 • But in this stochastic world, going Up, Up, Right, Right, Right might end up with 6 Right might end up with you actually going Right, Right, Up, Up, Right with probability (0.1 4 )(0.8)=0.00008 • Even worse, you might end up in the -1 state accidentally 2 Transition Model • Transition model: a specification of the outcome probabilities for each action in each possible state •T(s, a, s’) = probability of going to state s’if you are in state sand do action a •The transitions are Markovianie. the probability of reachingstates’fromsdependsonlyonsandnotonthe 7 reaching state s from s depends only on s and not on the history of earlier states (aka The Markov Property) •Mathematically: Suppose you visited the following states in chronological order: s 0 , …, s t P(s t+1 | a, s 0 , …, s t ) = P(s t+1 | a, s t ) Markov Property Example Suppose s 0 = (1,1), s 1 = (1,2), s 2 = (1,3) If I go right from state s 2 , the s s 1 s 2 s 3 8 2 probability of going to s 3 only depends on the fact that I am at state s 2 and not the entire state history {s 0 , s 1 , s 2 } s 0 The Reward Function • Depends on the sequence of states (known as the environment history) •At each state s, the agent receives a reward R(s)which maybepositive ornegative(but 9 R(s) which may be positive or negative (but must be bounded) •For now, we’ll define the utility of an environment history as the sum of the rewards received Utility Function Example R(4,3) = +1 (Agent wants to get here) R(4,2) = -1 (Agent wants to avoid this R(s) = -0.04 (for all other states) U(s 1 , …, s n ) = R(s 1 ) + … + R(s n ) 10 If the states an agent goes through are Up, Up, Right, Right, Right, the utility of this environment history is: -0.04-0.04-0.04-0.04-0.04+1 Utility Function Example If there’s no uncertainty, then the agent would find the sequence of actions that maximizes the sum of the rewards of the visited states 11 Markov Decision Process The specification of a sequential decision problem for a fully observable environment with a Markoviantransition model and additive rewardsis called a Markov Decision Process (MDP) A MDPh th fll i t 12 An MDP has the following components: 1. A finite set of states S along with an initial state S 0 2. A finite set of actions A 3. Transition Model: T(s, a, s’) = P( s’ | a, s ) 4. Reward Function: R(s) 3 Solutions to an MDP •Why is the following not a satisfactory solution to the MDP? [1,1]-Up [1,2]-Up 13 [,] p [1,3]-Right [2,3]-Right [3,3]-Right A Policy • Policy: mapping from a state to an action • Need this to be defined for all states so that the agent will always know what to do • Notation: 14 • Notation: – pdenotes a policy – p(s) denotes the action recommended by the policy pfor state s Optimal Policy •There are obviously many different policies for an MDP •Some are better than others. The “best” one is called the optimal policy p* (we will define best more precisely in later slides) • Note: every time we start at the initial state and execute a policy wegetadifferentenvironmenthistory(duetothe 15 policy, we get a different environment history (due to the stochastic nature of the environment) •This means we get a different utility every time we execute a policy • Need to measure expected utility ie. the average of the utilities of the possible environment histories generated by the policy Optimal Policy Example R(s)=-0.04 16 Notice the tradeoff between risk and reward! Roadmap for the Next Few Slides We need to describe how to compute optimal policies 1. Before we can do that, we need to define theutilityofastate 17 the utility of a state 2. Before we can do (1), we need to explain stationarityassumption 3. Before we can do (2), we need to explain finite/infinite horizons Finite/Infinite Horizons • Finite horizon: fixed time N after which nothing matters (think of this as a deadline) • Suppose our agent starts at (3,1), R(s)=-0.04, and N=3. Then to get to the +1 state, agent must go up. IfN 100 t tk th f t d 18 • If N=100, agent can take the safe route around 4 Nonstationary Policies •Nonstationarypolicy: the optimal action in a given state changes over time •With a finite horizon, the optimal policy is nonstationary • Withaninfinitehorizon thereisnoincentiveto 19 • With an infinite horizon, there is no incentive to behave differently in the same state at different times •With an infinite horizon, the optimal policy is stationary •We will assume infinite horizons Utility of a State Sequence Under stationarity, there are two ways to assign utilities to sequences: 1. Additive rewards: The utility of a state sequence is: 20 U(s 0 , s 1 , s 2 , …) = R(s 0 ) + R(s 1 ) + R(s 2 ) + … 2. Discounted rewards: The utility of a state sequence is: U(s 0 , s 1 , s 2 , …) = R(s 0 ) + ?R(s 1 ) + ? 2 R(s 2 ) + … Where 0 = ? =1 is the discount factor The Discount Factor • Describes preference for current rewards over future rewards • Compensates for uncertainty in available time (models mortality) • Eg Beingpromised$10000nextyearisonly 21 • Eg. Being promised $10000 next year is only worth 90% of being promised $10000 now • ?near 0 means future rewards don’t mean anything • ?= 1 makes discounted rewards equivalent to additive rewards Utilities We assume infinite horizons. This means that if the agent doesn’t get to a terminal state, then environmental histories are infinite, and utilities with additive rewards are infinite. How do we deal with this? Discounted rewards makes utility finite. Ailt ibl di R d 1 22 Assuming largest possible reward is R max and ?< 1, ) 1 ( ) ( ,...) , , ( max max 0 0 2 1 0 ? ? ? - = = = ? ? 8 = 8 = R R s R s s s U t t t t t Computing Optimal Policies •A policy p generates a sequence of states •But the world is stochastic, so a policy phas a range of possible state sequences, each ofwhich hassomeprobability ofoccurring 23 of which has some probability of occurring •The value of a policy is the expected sum of discounted rewards obtained The Optimal Policy •Given a policy p, we write the expected sum of discounted rewards obtained as: ? ? ? ? ? ? ? 8 0 | ) ( t t t s R E p ? 24 ? ? =0 t • An optimal policy p* is the policy that maximizes the expected sum above ? ? ? ? ? ? = ? 8 =0 * | ) ( max arg t t t s R E p ? p p Page 5 1 Reinforcement learning: Markov Decision Processes 1 Reinforcement Learning •You can think of supervised learning as the teacher providing answers (the class labels) •In reinforcement learning, the agent learns basedonapunishment/reward scheme 2 based on a punishment/reward scheme •Before we can talk about reinforcement learning, we need to introduce Markov Decision Processes Decision Processes: General Description •Decide what action to take next given that your action will affect what happens in the future •Real world examples: – Robot path planning 3 –Elevator scheduling –Travel route planning –Aircraft navigation – Manufacturing processes – Network switching and routing Sequential Decisions • Assume a fully observable, deterministic environment • Each grid cell is a state •The goal state is marked +1 4 g • At each time step, agent must move Up, Right, Down, or Left • How do you get from start to the goal state? Sequential Decisions • Suppose the environment is now stochastic • With 0.8 probability you go in the direction you intend • With 0 2 probability you With 0.2 probability you move at right angles to the intended direction (0.1 in either direction – if you hit the wall you stay put) • What is the optimal solution now? Sequential Decisions • Up, Up, Right, Right, Right reaches the goal state with probability 0.8 5 =032768 • But in this stochastic world, going Up, Up, Right, Right, Right might end up with 6 Right might end up with you actually going Right, Right, Up, Up, Right with probability (0.1 4 )(0.8)=0.00008 • Even worse, you might end up in the -1 state accidentally 2 Transition Model • Transition model: a specification of the outcome probabilities for each action in each possible state •T(s, a, s’) = probability of going to state s’if you are in state sand do action a •The transitions are Markovianie. the probability of reachingstates’fromsdependsonlyonsandnotonthe 7 reaching state s from s depends only on s and not on the history of earlier states (aka The Markov Property) •Mathematically: Suppose you visited the following states in chronological order: s 0 , …, s t P(s t+1 | a, s 0 , …, s t ) = P(s t+1 | a, s t ) Markov Property Example Suppose s 0 = (1,1), s 1 = (1,2), s 2 = (1,3) If I go right from state s 2 , the s s 1 s 2 s 3 8 2 probability of going to s 3 only depends on the fact that I am at state s 2 and not the entire state history {s 0 , s 1 , s 2 } s 0 The Reward Function • Depends on the sequence of states (known as the environment history) •At each state s, the agent receives a reward R(s)which maybepositive ornegative(but 9 R(s) which may be positive or negative (but must be bounded) •For now, we’ll define the utility of an environment history as the sum of the rewards received Utility Function Example R(4,3) = +1 (Agent wants to get here) R(4,2) = -1 (Agent wants to avoid this R(s) = -0.04 (for all other states) U(s 1 , …, s n ) = R(s 1 ) + … + R(s n ) 10 If the states an agent goes through are Up, Up, Right, Right, Right, the utility of this environment history is: -0.04-0.04-0.04-0.04-0.04+1 Utility Function Example If there’s no uncertainty, then the agent would find the sequence of actions that maximizes the sum of the rewards of the visited states 11 Markov Decision Process The specification of a sequential decision problem for a fully observable environment with a Markoviantransition model and additive rewardsis called a Markov Decision Process (MDP) A MDPh th fll i t 12 An MDP has the following components: 1. A finite set of states S along with an initial state S 0 2. A finite set of actions A 3. Transition Model: T(s, a, s’) = P( s’ | a, s ) 4. Reward Function: R(s) 3 Solutions to an MDP •Why is the following not a satisfactory solution to the MDP? [1,1]-Up [1,2]-Up 13 [,] p [1,3]-Right [2,3]-Right [3,3]-Right A Policy • Policy: mapping from a state to an action • Need this to be defined for all states so that the agent will always know what to do • Notation: 14 • Notation: – pdenotes a policy – p(s) denotes the action recommended by the policy pfor state s Optimal Policy •There are obviously many different policies for an MDP •Some are better than others. The “best” one is called the optimal policy p* (we will define best more precisely in later slides) • Note: every time we start at the initial state and execute a policy wegetadifferentenvironmenthistory(duetothe 15 policy, we get a different environment history (due to the stochastic nature of the environment) •This means we get a different utility every time we execute a policy • Need to measure expected utility ie. the average of the utilities of the possible environment histories generated by the policy Optimal Policy Example R(s)=-0.04 16 Notice the tradeoff between risk and reward! Roadmap for the Next Few Slides We need to describe how to compute optimal policies 1. Before we can do that, we need to define theutilityofastate 17 the utility of a state 2. Before we can do (1), we need to explain stationarityassumption 3. Before we can do (2), we need to explain finite/infinite horizons Finite/Infinite Horizons • Finite horizon: fixed time N after which nothing matters (think of this as a deadline) • Suppose our agent starts at (3,1), R(s)=-0.04, and N=3. Then to get to the +1 state, agent must go up. IfN 100 t tk th f t d 18 • If N=100, agent can take the safe route around 4 Nonstationary Policies •Nonstationarypolicy: the optimal action in a given state changes over time •With a finite horizon, the optimal policy is nonstationary • Withaninfinitehorizon thereisnoincentiveto 19 • With an infinite horizon, there is no incentive to behave differently in the same state at different times •With an infinite horizon, the optimal policy is stationary •We will assume infinite horizons Utility of a State Sequence Under stationarity, there are two ways to assign utilities to sequences: 1. Additive rewards: The utility of a state sequence is: 20 U(s 0 , s 1 , s 2 , …) = R(s 0 ) + R(s 1 ) + R(s 2 ) + … 2. Discounted rewards: The utility of a state sequence is: U(s 0 , s 1 , s 2 , …) = R(s 0 ) + ?R(s 1 ) + ? 2 R(s 2 ) + … Where 0 = ? =1 is the discount factor The Discount Factor • Describes preference for current rewards over future rewards • Compensates for uncertainty in available time (models mortality) • Eg Beingpromised$10000nextyearisonly 21 • Eg. Being promised $10000 next year is only worth 90% of being promised $10000 now • ?near 0 means future rewards don’t mean anything • ?= 1 makes discounted rewards equivalent to additive rewards Utilities We assume infinite horizons. This means that if the agent doesn’t get to a terminal state, then environmental histories are infinite, and utilities with additive rewards are infinite. How do we deal with this? Discounted rewards makes utility finite. Ailt ibl di R d 1 22 Assuming largest possible reward is R max and ?< 1, ) 1 ( ) ( ,...) , , ( max max 0 0 2 1 0 ? ? ? - = = = ? ? 8 = 8 = R R s R s s s U t t t t t Computing Optimal Policies •A policy p generates a sequence of states •But the world is stochastic, so a policy phas a range of possible state sequences, each ofwhich hassomeprobability ofoccurring 23 of which has some probability of occurring •The value of a policy is the expected sum of discounted rewards obtained The Optimal Policy •Given a policy p, we write the expected sum of discounted rewards obtained as: ? ? ? ? ? ? ? 8 0 | ) ( t t t s R E p ? 24 ? ? =0 t • An optimal policy p* is the policy that maximizes the expected sum above ? ? ? ? ? ? = ? 8 =0 * | ) ( max arg t t t s R E p ? p p 5 The Optimal Policy •For every MDP, there exists an optimal policy • There is no better option (in terms of expected sum of rewards) than to follow this policy •How do you calculate this optimal policy? Can’t 25 evaluate all policies…too many of them •First, need to calculate the utility of each state • Then use the state utilities to select an optimal action in each state Rewards vs Utilities •What’s the difference between R(s) the reward for a state and U(s) the utility of a state? – R(s) –the short term reward for being in s 26 () g –U(s) –The long-term total expected reward for the sequence of states starting at s (not just the reward for state s) Utilities in the Maze Example Start at state (1,1). Let’s suppose we choose the action Up. 27 U(1,1) = R(1,1) + ... Reward for current state Utilities in the Maze Example Start at state (1,1). Let’s choose the action Up. U(1,1) = R(1,1) + 0.8*U(1,2) + 0.1*U(2,1) + 0.1*U(1,1) Prob of moving up Prob of moving right Prob of moving left (into the wall) and staying put Utilities in the Maze Example Now let’s throw in the 29 discounting factor U(1,1) = R(1,1) + ?*0.8*U(1,2) + ?*0.1*U(2,1) + ?*0.1*U(1,1) The Utility of a State ? + = ' ) ' ( ) ' , , ( ) ( ) ( s s U s a s T s R s U ? If we choose action a at state s, expected future rewards (discounted) are: Reward at current state s Probability of moving from state s to state s’ by doing action a Expected sum of future discounted rewards starting at state s’ Expected sum of future discounted rewards starting at state sRead More
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