Advanced Topics · Machine Learning

Introduction to Reinforcement Learning

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Introduction to Reinforcement Learning

1. Loop

Agent in state ss takes action aa, gets reward rr, moves to s′s'. Goal: learn policy π(s)→aπ(s) → a maximizing cumulative discounted reward:

G=r0+γr1+γ2r2+...(0≤γ<1)G = r₀ + γ r₁ + γ² r₂ + ... \quad (0 ≤ γ < 1)

γγ near 1 = far-sighted; near 0 = myopic.

2. Value Functions

  • V(s)V(s): expected GG from ss following ππ.
  • Q(s,a)Q(s,a): expected GG from ss taking aa then ππ.

Optimal policy acts greedily on Q∗Q*.

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)
Q=Q+α[r+γmaxQ(s′,a′)−Q]Q = Q + α [ r + γ max Q(s',a') - Q ]

|
| Policy gradient | No | ascend expected GG directly (REINFORCE, actor-critic) |

4. Exploration

εε-greedy: random action with prob εε (explore), else best (exploit). Decay εε over time.

5. Exam Points

  • Define state, action, reward, GG, ππ — 5 marks, very frequent.
  • Write Q-learning update — 5 marks, frequent.
  • Explore vs exploit (εε-greedy) — 3 marks, frequent.
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