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Reinforcement Learning - Introduction, The Learning Task, Q Learning, Non-Deterministic Rewards and

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0% found this document useful (0 votes)
30 views12 pages

Reinforcement Learning - Introduction, The Learning Task, Q Learning, Non-Deterministic Rewards and

Uploaded by

yoshmoosh
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Reinforcement Learning:

Introduction, The Learning Task, Q


Learning, Non-deterministic
Rewards And

[Link]
Introduction to Reinforcement Learning

• Reinforcement Learning (RL) is a type of machine learning


focused on training agents to make decisions.

• It is inspired by behavioral psychology and involves learning


from interactions with an environment.

• The goal is to maximize cumulative rewards by taking


actions based on the current state.

1
Key Components of Reinforcement Learning

• The primary components of RL include the agent,


environment, actions, states, and rewards.

• The agent interacts with the environment by taking actions


that lead to new states and receiving rewards.

• These components work together to form a feedback loop


where the agent learns from the consequences of its
actions.

2
The Learning Task in Reinforcement Learning

• The learning task involves finding a policy that maps states


to actions to maximize long-term rewards.

• The policy can be deterministic or stochastic, influencing


how the agent behaves in different states.

• The agent must explore the environment while also


exploiting the knowledge it has gained to be effective.

3
Exploration vs. Exploitation

• Exploration involves trying out new actions to discover their


effects and potential rewards.

• Exploitation uses the current knowledge to choose actions


that are known to yield high rewards.

• Balancing exploration and exploitation is crucial for


effective learning and performance in RL.

4
Q-Learning Overview

• Q-learning is a model-free reinforcement learning algorithm


that learns a value function.

• It estimates the quality (Q-value) of action choices in each


state to inform decision-making.

• Q-learning updates its estimates based on the reward


received and the maximum expected future rewards.

5
The Q-learning Algorithm

• The Q-learning algorithm updates the Q-value using the


Bellman equation.

• The update rule is defined as Q(s,a) ← Q(s,a) + α[r + γ max


Q(s', a') - Q(s,a)], where α is the learning rate.

• This iterative process continues until the Q-values converge


to optimal values across all states and actions.

6
Non-Deterministic Rewards

• Non-deterministic rewards occur when the same action in a


given state may yield different outcomes.

• This uncertainty complicates the learning process, as the


agent must adapt to varying rewards from its actions.

• Effective strategies must be developed to handle this


variability and still optimize long-term performance.

7
Strategies for Handling Non-Deterministic
Rewards
• One approach is to use a probabilistic model of the rewards
to guide the learning process.

• Another strategy involves maintaining multiple Q-values for


each action to account for variability in outcomes.

• These techniques help agents make more robust decisions


despite the uncertainty present in the environment.

8
Applications of Reinforcement Learning

• RL has been successfully applied in various fields, including


robotics, game playing, and autonomous vehicles.

• It is also used in finance for algorithmic trading and in


healthcare for personalized treatment plans.

• The adaptability of RL makes it suitable for complex


decision-making tasks across diverse domains.

9
Future Directions in Reinforcement Learning

• Future research in RL focuses on improving sample


efficiency and reducing the need for extensive training
data.

• Integrating RL with deep learning techniques is paving the


way for more powerful and generalizable models.

• Understanding the ethical implications and safety of RL


applications is also becoming increasingly important.

10
References

• Sutton, R. S., & Barto, A. G. (2018). Reinforcement Learning:


An Introduction (2nd ed.). MIT Press.

• Mnih, V., et al. (2015). Human-level control through deep


reinforcement learning. Nature, 518(7540), 529-533.

• Silver, D., et al. (2016). Mastering the game of Go with deep


neural networks and tree search. Nature, 529(7587), 484-
489.


11
• This presentation structure provides a comprehensive

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