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Module 5: Probabilistic & Reinforcement Methods

20227m

Write short notes on the following:
(b) Reinforcement learning

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(b) Reinforcement Learning:

Definition: Paradigm where agent learns optimal policy π∗:S→A\pi^*:S\to A by interacting with environment and maximizing cumulative reward, not from labeled examples but from delayed reward signal.

Components: Agent, Environment, State ss, Action aa, Reward rr, Policy π\pi, Value Vπ,QπV^\pi, Q^\pi, Model p(s′∣s,a)p(s'|s,a), discount γ\gamma.

Types:

  • Model-free: No explicit model; directly learn V/Q/πV/Q/\pi. Value-based (Q-learning Q(s,a)←Q+α[r+γmax⁡Q(s′,a′)−Q]Q(s,a)\leftarrow Q+\alpha[r+\gamma\max Q(s',a')-Q]), Policy-based (REINFORCE $
    abla J=E[
    abla\log\pi(a|s) Q]$), Actor-Critic.
  • Model-based: Learn/know p(s′∣s,a)p(s'|s,a), plan via DP (Value Iteration, MCTS in AlphaGo).
  • On-policy (SARSA) learns about π\pi being followed; off-policy (Q-learning) learns about optimal π\pi from any behavior.

Exploration-Exploitation: ϵ\epsilon-greedy, UCB, Thompson, entropy regularization.

Algorithms: Q-learning, SARSA, DQN (deep QQ with replay + target network), Policy Gradient, PPO, A3C.

Challenges: Credit assignment (delayed reward), exploration, instability, sample inefficiency.

Applications: Game playing (AlphaGo, Atari DQN), robotics control, autonomous driving, recommender systems (long-term engagement), finance trading.

Example: Grid maze: states = cells, actions = up/down/left/right, reward +10 goal, -1 wall, agent via Q-learning propagates values back from goal to learn shortest path.

Differences vs supervised: No correct output provided, only reward; sequential, action affects next state (non-i.i.d).

Rewards shape behavior; reward engineering crucial.

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