Introduction to Reinforcement Learning
1. Loop
Agent in state takes action , gets reward , moves to . Goal: learn policy maximizing cumulative discounted reward:
near 1 = far-sighted; near 0 = myopic.
2. Value Functions
- : expected from following .
- : expected from taking then .
Optimal policy acts greedily on .
3. Core Algorithms
| Method | Needs model? | Idea |
|---|---|---|
| Dynamic programming | Yes (transitions known) | Bellman backup |
| Monte Carlo | No (episodes) | average returns |
| TD / Q-learning | No (steps) |
|
| Policy gradient | No | ascend expected directly (REINFORCE, actor-critic) |
4. Exploration
-greedy: random action with prob (explore), else best (exploit). Decay over time.
5. Exam Points
- Define state, action, reward, , — 5 marks, very frequent.
- Write Q-learning update — 5 marks, frequent.
- Explore vs exploit (-greedy) — 3 marks, frequent.