Notes on Reinforcement Learning
Reinforcement Learning Overview
Definitions:
Reinforcement Learning (RL): A type of machine learning where an agent learns to make decisions by taking actions in an environment to maximize cumulative reward.
Components of RL:
States (S): Represents the different situations in which the agent can find itself.
Actions (A): The decisions or moves made by the agent based on the current state.
Transition Model (T): Defines the probabilities of moving from one state to another given a specific action, denoted as .
Reward Function (R): Provides feedback on the outcome of an action in terms of immediate reward, represented as .
Discount Factor (γ): A factor that reduces the importance of future rewards, accounting for uncertainty over time.
Markov Decision Processes (MDPs)
Characteristics:
MDPs exhibit the Markov property, meaning the future state depends only on the current state and action, and not on past states.
The objective in RL is to find a policy 0(pi(s)) that defines the best action for each state to maximize total reward.
Reward Mechanism
Rewards:
Indicate immediate success or failure of an action taken in a given state.
Negative rewards act as penalties for inappropriate actions.
Rewards are discounted over time, meaning future rewards are worth less than immediate rewards.
Value and Utility Functions
Utility Function : Measures the long-term benefit of being in a state.
Action-Utility Function : Represents how good it is to take action in state .
This is crucial for agents to learn behaviors that maximize long-term rewards.
Types of RL
Model-Based vs. Model-Free:
Model-Based RL: Learns the model of the environment (i.e., T and R).
Model-Free RL: The agent learns the value functions (V and Q) directly without needing to understand T and R.
Learning Approaches
Passive RL:
Assumes a fixed policy while learning the expected utility of being in certain states through evaluation.
Active RL:
The agent decides which actions to explore, balancing exploration and exploitation to optimize learned policies.
Q-Learning and SARSA
Q-Learning:
A model-free reinforcement learning algorithm that updates the action-utility function based on rewards received and the maximum future expected reward.
Optimizes the action-value function directly.
SARSA:
Similar to Q-learning, but is an on-policy algorithm that updates based on the action actually taken, leading to different exploration dynamics.
Exploration Strategies
Exploration vs. Exploitation:
The agent must explore sufficiently to discover the optimal actions while also exploiting known information to maximize rewards.
Common method: ε-Greedy strategy, where it takes a random action with probability and exploits only with probability .
Function Approximation
As state spaces grow, it becomes infeasible to maintain a table of Q-values.
Function Approximation: Uses methods like linear regression or neural networks to estimate Q-values across large state spaces.
Deep Reinforcement Learning (DRL)
Deep Q-Networks (DQN): Integrates Q-learning with deep learning to allow an agent to learn directly from high-dimensional sensory data like images.
Key Innovations:
Experience Replay: Stores past experiences for efficient learning from previously encountered states.
Target Networks: Stabilizes training by maintaining a separate network for producing target values during learning.
Practical Applications
RL can be applied to various domains like game playing (e.g., Blackjack), robotics, and natural language processing.
Example: BlackJack can be modeled via reinforcement learning to optimize a player's strategy based on current cards and dealer's visible cards.