Introduction to Reinforcement Learning

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These flashcards cover key concepts and terminology related to Reinforcement Learning, as outlined in the lecture notes.

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21 Terms

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Reinforcement Learning

A type of machine learning where an agent learns to take actions in an environment to maximize cumulative rewards.

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Agent

The learner or decision maker in a reinforcement learning problem that interacts with the environment.

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Environment

The external system with which the agent interacts and within which it operates.

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Reward Signal

A numeric signal received by the agent from the environment, used to evaluate the success of its actions.

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Markov Decision Process (MDP)

A mathematical framework for modeling decision-making, characterized by states, actions, rewards, and transitions.

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Optimal Policy

A strategy that maximizes the expected cumulative reward over time in a reinforcement learning context.

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Exploration vs. Exploitation

The trade-off in reinforcement learning between exploring new actions to find better rewards and exploiting known actions that yield good rewards.

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Q-Learning

A model-free, value-based reinforcement learning algorithm that seeks to learn the value of actions taken in given states.

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Learning Rate (α)

A parameter that determines how much of the newly acquired information overrides old information in the learning process.

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Discount Factor (γ)

A parameter used to weigh future rewards, with values between 0 and 1, affecting the importance of immediate versus long-term rewards.

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State (s)

The current situation in which the agent finds itself within the environment.

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Action (a)

A decision made by the agent that affects the state of the environment.

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Exploit

To make use of known good actions or strategies to maximize immediate rewards.

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Explore

To try new actions or strategies to gather more information that may lead to better long-term rewards.

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Model-based RL

Reinforcement learning that uses a model of the environment to make decisions.

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Model-free RL

Reinforcement learning where the agent learns directly from its experiences without a model of the environment.

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Value Function

A function that estimates the expected cumulative reward from a given state following a certain policy.

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Q-value function

A function that estimates the expected cumulative reward for taking a specific action in a specific state and following a policy thereafter.

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Blame Attribution Problem

The challenge of determining which specific action was responsible for a received reward or punishment.

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Trajectory

A sequence of states and actions produced by following a policy over time.

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Episode

A sequence of actions taken by the agent that ends when the goal is reached or a failure occurs.