Reinforcement Learning, Rewards, and Human Behavior

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Last updated 10:06 PM on 6/17/26
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17 Terms

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Reward

Feedback that tells an RL agent how good an outcome/action was.

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Dense rewards

Frequent feedback given throughout the task.

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Sparse rewards

Rare feedback, such as only win/loss at the end of a game.

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Intermediate rewards

Rewards given at steps before the final outcome to guide learning.

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Continuous rewards

Rewards available over a continuous range or ongoing process.

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Model-based reinforcement learning

Uses or learns a model of the environment to plan actions.

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Model-free reinforcement learning

Learns from experience without explicitly modeling the environment.

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Q-learning

Learns action values based on expected future rewards.

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Policy search

Learns a policy/rule for choosing actions.

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Active reinforcement learning

Learns by exploring actions and updating values/policies.

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Passive reinforcement learning

Learns values while following a fixed policy.

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Inverse reinforcement learning

Infers a human’s goals/preferences/reward function by observing choices.

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Taxi route prediction from GPS

Example of inferring destination/route preferences from observed human behavior.

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Inverted pendulum

Control/RL benchmark problem, not the IRL human-behavior example here.

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Chess neural network

Game-playing ML example, not the taxi-driver IRL example.

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Condition-action rule for braking

Rule learned from sensor patterns and human braking behavior near stop signs.

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Self-driving car agent

Autonomous agent that uses sensors, models/rules, and decisions in a safety-critical environment.