Chapter 11: Reinforcement Learning (RL)
“Learning by trial and error—just like humans do!”
🔹 1. What is Reinforcement Learning?
Reinforcement Learning (RL) is a type of machine learning where an agent learns to make decisions by interacting with an environment and receiving rewards or punishments.
🧠 Example: A robot learns to walk by trying, failing, adjusting, and trying again—receiving reward when it moves forward.
🔹 2. Key Components of RL
Component | Meaning |
---|---|
Agent | Learner or decision maker (e.g., robot, AI player) |
Environment | The world the agent interacts with (e.g., game, real-world task) |
State (S) | Current situation of the agent |
Action (A) | Choice made by the agent |
Reward (R) | Feedback from the environment |
Policy (π) | Strategy that agent follows |
Value Function (V) | How good a state is in terms of future reward |
Q-Value (Q) | Expected reward of taking action A in state S |
🔹 3. RL vs Supervised Learning
Feature | Reinforcement Learning | Supervised Learning |
---|---|---|
Data | Agent learns through interaction | Labeled dataset |
Feedback | Reward/Punishment | Correct answer (label) |
Goal | Maximize reward over time | Minimize prediction error |
🔹 4. Types of RL
🔸 1. Model-Free vs Model-Based
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Model-Free: No knowledge of environment dynamics
(e.g., Q-Learning, DQN) -
Model-Based: Tries to learn a model of the environment
🔸 2. Exploration vs Exploitation
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Exploration: Try new actions to discover better outcomes
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Exploitation: Use known actions to maximize reward
🔁 Balance is key!
🔹 5. Important Algorithms in RL
Algorithm | Description |
---|---|
Q-Learning | Learn the Q-values (value of taking action in a state) |
SARSA | Similar to Q-learning but updates during action |
DQN (Deep Q Network) | Use neural networks for Q-Learning |
Policy Gradient | Directly learn the policy |
Actor-Critic | Combines value-based & policy-based methods |
🔹 6. Q-Learning Explained
Goal: Learn Q(s, a): What is the best action to take in a state?
Q-Learning Update Formula:
Symbol | Meaning |
---|---|
α (alpha) | Learning rate |
γ (gamma) | Discount factor |
r | Reward |
s' | Next state |
🔹 7. Deep Q-Network (DQN)
Combines Q-Learning with Deep Neural Networks.
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Inputs: State (image, game info, etc.)
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Output: Q-values for each action
🏁 Used in:
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Atari Game Solvers
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CartPole Balancing
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Self-driving Simulation
🔹 8. Popular RL Environments
Use these to train/test RL algorithms:
Platform | Games/Environments |
---|---|
OpenAI Gym | CartPole, MountainCar, LunarLander |
Atari | Breakout, Pong, etc. |
Unity ML-Agents | 3D games |
PyBullet / MuJoCo | Physics-based environments |
🔹 9. Applications of RL
Area | Use Case |
---|---|
Robotics | Teaching robots to walk, pick objects |
Games | AlphaGo, Dota 2 AI |
Finance | Trading agents |
Healthcare | Treatment strategy optimization |
Self-Driving | Lane control, braking, steering |
🔹 10. Challenges in RL
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Delayed rewards
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Exploration vs Exploitation
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High computation cost
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Training instability
✅ Chapter Summary
Key Concept | Meaning |
---|---|
Agent | Learns and acts |
Environment | World agent interacts with |
Reward | Signal of success |
Policy | Agent’s strategy |
Q-learning | Value-based learning |
DQN | Neural network-based Q-learning |
💡 Mini Projects You Can Try:
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Balance the CartPole using Q-learning (OpenAI Gym)
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Train an AI to play Pong with Deep Q-Network
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Simulate a stock trader using RL
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Create a smart taxi agent using SARSA