Reinforcement Learning Concepts Quiz
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Questions and Answers

What is the primary goal of a finite-horizon model?

  • To maximize total rewards indefinitely
  • To prioritize immediate rewards only
  • To focus solely on the final outcome
  • To maximize the expected reward for the next T steps (correct)
  • In an infinite-horizon model, rewards further in the future are completely ignored.

    False

    What does the Bellman’s equation help to determine?

    The optimal policy π* and the value of states or state-action pairs.

    In the context of cumulative reward, the function representing the policy is denoted as π: S → _____ .

    <p>A</p> Signup and view all the answers

    What is the effect of the discount factor in an infinite-horizon model?

    <p>It allows for future rewards to be considered more significant as it approaches 1.</p> Signup and view all the answers

    Match the components with their descriptions:

    <p>Policy π = Maps states to actions Discount factor = Determines the weight of future rewards Value of a state = Expected cumulative reward for a given state Action = A choice made by the agent in a state</p> Signup and view all the answers

    The agent's behavior defined by policy π is independent of the available actions.

    <p>False</p> Signup and view all the answers

    What determines how good it is for the agent to perform action at in state s?

    <p>The value of state-action pair.</p> Signup and view all the answers

    What is the purpose of Bellman's equation in reinforcement learning?

    <p>To compute the optimal value function</p> Signup and view all the answers

    Model-Based Learning requires exploration of the environment to find the optimal policy.

    <p>False</p> Signup and view all the answers

    What iterative algorithm is used to find the optimal policy in the value iteration process?

    <p>Value Iteration</p> Signup and view all the answers

    The optimal policy is obtained by choosing the action that maximizes the value in the ______ state.

    <p>next</p> Signup and view all the answers

    Match the following terms to their descriptions:

    <p>Bellman's equation = Compute optimal value function Value Iteration = Iterative method to determine values Policy Iteration = Directly updates policy Greedy Search = Selects action with maximum value</p> Signup and view all the answers

    Which of the following is true about the value convergence in value iteration?

    <p>Values do not need to converge for optimal policy</p> Signup and view all the answers

    In Policy Iteration, the policy is updated indirectly through the values.

    <p>False</p> Signup and view all the answers

    What condition is used to determine when values have converged in value iteration?

    <p>Maximum value difference is less than a threshold</p> Signup and view all the answers

    What is the primary aspect of policy iteration in reinforcement learning?

    <p>It can guarantee an optimal policy after no improvements are possible.</p> Signup and view all the answers

    Exploration strategies aim to find the optimal policy by only exploiting known actions.

    <p>False</p> Signup and view all the answers

    What is the significance of the ε parameter in the ε-greedy search strategy?

    <p>The ε parameter determines the probability of choosing a random action for exploration versus the best-known action for exploitation.</p> Signup and view all the answers

    In model-free learning, the model of the environment is _____ and requires exploration.

    <p>unknown</p> Signup and view all the answers

    Match the following terms with their correct descriptions:

    <p>Policy Iteration = Guaranteed to improve the policy until optimal Value Iteration = Requires more time per iteration than policy iteration Temporal Difference Learning = Updates current states using rewards from next states Exploration = Choosing actions randomly to gather more information</p> Signup and view all the answers

    What method is often used to sample from the unknown model in reinforcement learning?

    <p>Exploration</p> Signup and view all the answers

    As ε in ε-greedy search decreases, the strategy becomes more exploratory.

    <p>False</p> Signup and view all the answers

    Why is it often unrealistic to have perfect knowledge of the environment in reinforcement learning?

    <p>Because the actual dynamics of the environment are often unknown or too complex to model accurately.</p> Signup and view all the answers

    What is the purpose of the softmax function in the context of action selection?

    <p>To convert values to probabilities for action selection</p> Signup and view all the answers

    When the temperature variable T is small, all actions are equally likely to be chosen.

    <p>False</p> Signup and view all the answers

    What exploration strategy is mentioned that gradually moves from exploration to exploitation?

    <p>Annealing</p> Signup and view all the answers

    In deterministic cases, the equation for Q-value simplifies to $Q(s, a) = ______$.

    <p>r</p> Signup and view all the answers

    In the annealing strategy, what happens when T is large?

    <p>Exploration is favored</p> Signup and view all the answers

    The Bellman equation remains unchanged in model-free learning for deterministic rewards.

    <p>False</p> Signup and view all the answers

    According to the content, what is used as a backup rule for Q-value updates?

    <p>Bellman's equation</p> Signup and view all the answers

    Match the following components with their corresponding descriptions:

    <p>Softmax function = Converts values to probabilities Temperature variable (T) = Controls exploration and exploitation Deterministic rewards = Single reward for each state-action pair Bellman's equation = Used for updating Q-values</p> Signup and view all the answers

    What does the variable $eta$ represent in the Q-learning algorithm?

    <p>Learning rate</p> Signup and view all the answers

    Q-learning is an on-policy method that uses policy to determine the next action.

    <p>False</p> Signup and view all the answers

    What is the purpose of the discount factor $eta$ in Q-learning?

    <p>To determine the present value of future rewards.</p> Signup and view all the answers

    In Q-learning, the value of the best next action is used without using the ______.

    <p>policy</p> Signup and view all the answers

    Match the following algorithms with their characteristics:

    <p>Q-learning = Off-policy method Sarsa = On-policy method Temporal Difference Learning = Learning from the difference between predicted and actual rewards Discount Factor = Determines the importance of future rewards</p> Signup and view all the answers

    Which statement about the Sarsa algorithm is true?

    <p>It uses the derived policy to choose the next action.</p> Signup and view all the answers

    The Q-learning update rule converges to optimal Q values over time.

    <p>True</p> Signup and view all the answers

    What happens to the learning rate $eta$ over time in the Q-learning algorithm?

    <p>It gradually decreases.</p> Signup and view all the answers

    What happens to Q values over time?

    <p>Q values only increase until they reach their optimal values.</p> Signup and view all the answers

    In a deterministic environment, the rewards and next states are known.

    <p>True</p> Signup and view all the answers

    What is the discount factor (γ) mentioned in the content?

    <p>0.9</p> Signup and view all the answers

    The process of adjusting the value of current actions based on future estimates is called ___________.

    <p>backup</p> Signup and view all the answers

    Match the following paths with their Q values based on the environment described:

    <p>Path A = 73 Path B = 90</p> Signup and view all the answers

    In a nondeterministic environment, how do we deal with varying rewards?

    <p>Keep a running average of rewards.</p> Signup and view all the answers

    If path A is seen first, the Q value computed will always be higher than if path B is seen first.

    <p>False</p> Signup and view all the answers

    What do we do when next states and rewards are nondeterministic?

    <p>Keep averages (expected values)</p> Signup and view all the answers

    Study Notes

    Reinforcement Learning

    • Reinforcement learning is a machine learning approach focused on teaching a computer agent to take optimal actions in an environment through interaction.
    • It differs from supervised learning as the agent doesn't receive explicit instructions on the best action at each step.
    • Instead, the agent receives numerical rewards (positive or negative) for its actions.
    • Reinforcement learning can be viewed as an approach between supervised and unsupervised learning.

    Game-Playing and Robot in a Maze

    • A machine learning agent can be trained to play chess.
    • Using a supervised learner isn't appropriate because it's costly to have a teacher for every possible game position and because the goodness of a move depends on subsequent moves.
    • A robot in a maze learns through actions, not immediate feedback.

    Elements of Reinforcement Learning (Markov Decision Processes)

    • State: Represents the agent's situation at time
    • Action: Represents an action taken at time
    • Reward: Represents the value received after taking an action, which often changes the agent's state.
    • Next state probability: The probability of transitioning to a next state given a state and action.
    • Reward probability: The probability of receiving a particular reward given a state and action.
    • Initial state(s) and goal state(s): The starting and end points of the learning process for the agent in the learning process.
    • Episode (trial): Sequence of actions from the start state to a terminal state (goal state).
    • The problem is modeled using a Markov Decision Process (MDP)

    Policy and Cumulative Reward

    • The policy (π) defines how the agent behaves in an environment
    • The policy is a mapping from the environment's states to actions

    Finite vs. Infinite Horizon

    • Finite-horizon: Agent aims to maximize the expected reward for a specific number of steps (T).
    • Infinite-horizon: Agent aims to maximize the expected sum of discounted future rewards, no limit on steps

    Infinite Horizon

    • Discounting is important to keep the total payoff or expected total reward from getting to the goal state from an episode in finite.
    • The agent's behavior changes depending on whether rewards are considered immediate or in the far future.

    Bellman's Equation

    • Equation that defines the relationship between the value of a state and the value of its possible actions and the corresponding rewards.
    • The value of a state is based on the expected rewards for the best possible action in the state.

    Model-Based Learning

    • Environment (P(St+1 | St, at), p(rt+1 | St, at)) is known.
    • Optimal policy using dynamic programming.
    • Dynamic programming solves the problem efficiently for model-based setting.

    Value Iteration

    • Algorithm used to find the optimal policy by iteratively updating the value function
    • Values eventually converge and will indicate a policy that maximizes the expected return
    • To start with, V(s) is initialized to arbitrary values. The algorithm then iteratively updates the value estimates by considering how rewards from the future will change estimates from the previous steps.

    Policy Iteration

    • An algorithm that improves the agent's policy until it converges to the optimal policy
    • Values are calculated from the policy and are improved
    • The algorithm involves alternating between evaluating the policy and improving the policy by taking actions with the highest rewards.

    Temporal Difference Learning

    • Model-free learning
    • The model of the environment is not known or need to be known.
    • Values are evaluated from other values in the next states
    • Rewards and values in the future are used to update current estimates.
    • Agent sometimes explores random actions and sometimes chooses the action with the highest current Q-value.
    • Exploration is balanced by exploitation using epsilon greedy.
    • The exploration rate starts high and then decreases as the number of interactions increases.

    Exploration Strategies (Annealing)

    • Control parameters used in exploring actions gradually and smoothly moving to exploitation
    • A temperature parameter (T) determines the degree of randomness in selecting actions.

    Deterministic Rewards and Actions

    • In a deterministic scenario, a single transition for each (state, action) pair.
    • Rewards and next state of each pair are known and deterministic.

    Nondeterministic Rewards and Actions

    • Environment has uncertainty (e.g., random movements, opponents)
    • Running average of rewards used.

    Q-Learning

    • Update Q-values without using the policy.
    • Off-Policy learning
    • The agent always updates the action with the maximum expected value and update the Q value.

    Sarsa

    • On-Policy learning.
    • The policy is used to determine not only the actions but also the next action the agent takes.

    Generalization

    • In cases where the number of states and actions is very large, creating a look-up table isn't efficient as it may become huge and cause errors.
    • Learning algorithms should be able to generalize and make connections. This often involves regressors that will take input and output values and create a function that is an approximation of the true function. The parameters of the regressor can represent learning.

    Partially Observable States

    • The agent doesn't know the true state of the environment.
    • The agent receives observations from the environment to form a believe about the true state of the environment.

    The Tiger Problem

    • The agent has to decide whether to open the left door or the right door, knowing that one door has a tiger and the other has a treasure.
    • The agent receives reward based on the door it opens. The reward is based on the expected rewards based on probability.

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    Description

    Test your knowledge on key concepts of reinforcement learning, including finite and infinite-horizon models, Bellman's equation, and the role of policies. This quiz will challenge you with questions about algorithms and the effects of discount factors in learning processes.

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