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 (B)

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. (C)</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 (B)</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 (D)</p> Signup and view all the answers

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

<p>False (B)</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 (A)</p> Signup and view all the answers

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

<p>False (B)</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. (D)</p> Signup and view all the answers

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

<p>False (B)</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 (C)</p> Signup and view all the answers

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

<p>False (B)</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 (C)</p> Signup and view all the answers

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

<p>False (B)</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 (B)</p> Signup and view all the answers

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

<p>False (B)</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 (A)</p> Signup and view all the answers

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

<p>False (B)</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. (C)</p> Signup and view all the answers

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

<p>True (A)</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. (A)</p> Signup and view all the answers

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

<p>True (A)</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. (D)</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 (B)</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

Flashcards

Policy

A policy, denoted by π, is a function that maps each state of the environment to an action. It dictates the agent's behavior, determining which action it takes in a given state.

Value of a Policy

The value of a policy represents the expected cumulative reward the agent will receive by following that policy from a specific starting state.

Finite-Horizon Model

A finite-horizon model considers a limited number of steps (T) in the future. The agent aims to maximize the expected reward within this timeframe.

Infinite-Horizon Model

An infinite-horizon model allows for an unlimited sequence of actions. However, future rewards are discounted to ensure that the total expected reward remains finite.

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Discount Factor (γ)

The discount factor (γ) determines how much future rewards are valued compared to immediate rewards.

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Bellman's Equation

Bellman's equation is a fundamental equation used to calculate the value of a state or state-action pair. It states that the value of a state is equal to the expected reward for taking the best action and then transitioning to the next state.

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Optimal Policy (Ï€*)

The optimal policy (Ï€*) is the policy that maximizes the expected cumulative reward for all states.

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Value of State-Action Pair (Q(s,a))

The value of a state-action pair (Q(s,a)) represents the expected cumulative reward for taking action a in state s and then following the optimal policy thereafter.

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Dynamic programming

Dynamic programming methods are used when you perfectly know the reward and next state probability distributions, but they can be computationally expensive.

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Model-free learning

When you don't know the reward or next state probability distributions, you need to explore the environment and learn from the sampled experience.

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Environment exploration

The environment's behavior is unknown; you need to experiment to understand how the system works.

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Temporal Difference (TD) learning

Updating the value of the current state (action) based on the reward received in the next time step.

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Temporal Difference (TD) error

The difference between the predicted value of the current state and the actual value observed after taking an action.

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ε-greedy search

A way to balance exploration and exploitation. You randomly select an action with a probability ε to explore, and you choose the best action with probability 1-ε to exploit.

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Exploration-exploitation trade-off

Starting with a high exploration rate (ε) and gradually decreasing it to encourage exploitation as you gather more knowledge of the environment.

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Q-learning

A method for finding an optimal policy by iteratively updating value estimates based on the temporal differences and rewards received.

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Optimal Policy for Model-Based Learning

The optimal policy is determined by choosing the action that maximizes the expected value in the next state, given a current state. It utilizes the optimal value function and a greedy approach to select the action that yields the highest cumulative reward.

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Value Iteration

A method used to find the optimal value function. It involves iteratively updating the values of states until they converge to a stable solution. The process stops when the maximum difference between values in consecutive iterations falls below a certain threshold.

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Policy Iteration

An algorithm that directly updates the policy rather than relying on the convergence of values. It alternates between evaluating the value function for a given policy and improving the policy based on the evaluated values.

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Policy Improvement

The idea behind Policy Iteration is to repeatedly improve a policy until it converges to optimal. This involves evaluating the current policy, generating a better policy based on the evaluation, and repeating the process until no further improvements can be made.

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Model-Based Policy Iteration

Policy Iteration assumes the environment is known, including the transition probabilities and reward functions. It leverages this knowledge to find the optimal policy through iterative updates.

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Model-Based Learning

The approach of finding the optimal policy in reinforcement learning, where the environment is known and the optimal value function is determined through the Bellman equation.

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Environment in Model-Based Learning

The environment's dynamics are known, which includes the transition probabilities between states and the rewards associated with taking actions. There is no need to explore the environment.

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What makes a policy soft?

A policy is considered soft if it allows for the possibility of choosing any action in a given state, with a non-zero probability.

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What is the softmax function used for?

The softmax function is used to transform values (like Q-values) into probabilities, ensuring that the probability of choosing an action is always greater than zero.

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What does the temperature parameter (T) in the softmax function control?

The temperature parameter (T) in the softmax function controls the exploration-exploitation balance. A high temperature (T) encourages exploration by making all actions almost equally likely, while a low temperature favors exploitation by giving higher probabilities to actions with higher values.

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What is annealing?

Annealing is a technique used to manage the exploration-exploitation trade-off by gradually decreasing the temperature parameter (T) over time. This allows the agent to start with a more exploratory behavior and gradually shift towards exploiting the best actions it has discovered.

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What is a deterministic environment?

In a deterministic environment, every state-action pair has a single, predictable reward and next state. This simplifies the learning process, as the agent can reliably predict the consequences of its actions.

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What is Bellman's equation?

Bellman's equation is a fundamental equation used to calculate the value of a state or state-action pair, taking into account the immediate reward and the future rewards that can be obtained by taking a particular action.

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How is Bellman's equation used in learning?

The Bellman equation is used as an update rule to estimate the value of state-action pairs. By iteratively applying Bellman's equation, the agent can gradually improve its estimates of the values of different actions in different states.

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What is a Q-value?

The Q-value is a measure of how good taking a particular action in a particular state is. It takes into account both the immediate reward and the future rewards that can be obtained by taking that action and then following the optimal policy.

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What is a Backup in the context of Reinforcement Learning?

The estimated value of the current state is updated by considering the discounted value of the next state's value and adding the immediate reward. This update is called a backup.

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What are the key elements in this deterministic grid-world scenario for Q-learning?

In this scenario, the immediate rewards are either 0 or 100, depending on whether the goal state is reached. The discount factor (γ) is 0.9.

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How are rewards and next states handled in a deterministic environment?

It is not necessary to model the reward or next state functions directly in this environment. We focus on learning the optimal policy through the estimated value function.

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What are Q-values in Reinforcement Learning?

Q-values represent the expected cumulative reward for taking a specific action in a particular state. They steadily increase as better paths with higher cumulative rewards are discovered.

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What is the characteristic behavior of Q-values during the learning process?

Q-values only increase and never decrease. As the agent discovers better paths, it updates its estimates based on the maximum cumulative rewards, resulting in higher Q-values.

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How are rewards and next states handled in a non-deterministic environment?

When the environment involves non-deterministic aspects, such as an opponent or randomness, the agent keeps track of averages (expected values) instead of assigning direct values. This helps to account for the varying outcomes.

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Give an example of non-deterministic behavior in a reinforcement learning environment.

Even if the agent aims for a specific direction, it may deviate due to randomness. The agent needs to adjust its estimates to account for these deviations, taking into account the expected value of the outcome.

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Why do we keep a running average in non-deterministic environments?

Due to non-deterministic outcomes, we cannot directly assign a reward or next state value. Instead, we keep a running average of rewards and next states observed over time.

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What is Q-learning?

Q-learning is a reinforcement learning algorithm that learns the optimal Q-values, which represent the expected cumulative reward for taking a specific action in a particular state and then following the optimal policy. It uses the Bellman equation to update the Q-values based on the current state, action, reward, and the maximum Q-value for the next state.

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How does Q-learning update Q-values?

The Q-learning algorithm iteratively updates the Q-value for each state-action pair using a temporal difference (TD) approach. The update rule involves adding a weighted difference between the current Q-value estimate and a backed-up estimate, which considers the current reward and the maximum Q-value for the next state.

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What is the role of the learning rate (η) in Q-learning?

The learning rate (η) in the Q-learning update rule controls how much the current Q-value is adjusted based on the new information. A larger η means a faster learning rate but a smaller η makes the algorithm more stable. Over time, η is gradually decreased to ensure convergence to the optimal Q-values.

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What is the role of the discount factor (γ) in Q-learning?

The discount factor (γ) in the Q-learning update rule determines how much future rewards are valued compared to immediate rewards. A larger γ means that the algorithm prioritizes future rewards, while a smaller γ focuses more on immediate rewards.

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Why is Q-learning considered an off-policy method?

Q-learning is an off-policy method because it uses the maximum Q-value for the next state, regardless of the actual policy being followed. This means that the algorithm can learn the optimal policy even if it is not following it during training.

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What is Sarsa?

Sarsa is an on-policy version of Q-learning that uses the current policy to select the next action and its corresponding Q-value to update the Q-value of the current state-action pair.

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How does Sarsa update Q-values?

Sarsa updates the Q-values based on the current state, action, reward, next state, and next action, which is determined by the current policy.

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What is the main difference between Q-learning and Sarsa?

The main difference between Q-learning and Sarsa lies in their policy selection. Q-learning uses the optimal policy (greedy selection) to determine the next state's action, while Sarsa uses the current policy to determine the next action.

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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 (Ï€) 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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