Unit-5 Mla
Unit-5 Mla
Unit-5 Mla
In Reinforcement Learning, the agent learns automatically using feedbacks without any
labeled data, unlike supervised learning.
Since there is no labeled data, so the agent is bound to learn by its experience only.
RL solves a specific type of problem where decision making is sequential, and the goal is
long-term, such as game-playing, robotics, etc.
The agent interacts with the environment and explores it by itself. The primary goal of an
agent in reinforcement learning is to improve the performance by getting the maximum
positive rewards.
The agent learns with the process of hit and trial, and based on the experience, it learns to
perform the task in a better way. Hence, we can say that "Reinforcement learning is a type of
machine learning method where an intelligent agent (computer program) interacts with the
environment and learns to act within that." How a Robotic dog learns the movement of his
arms is an example of Reinforcement learning.
It is a core part of Artificial intelligence, and all AI agent works on the concept of
reinforcement learning. Here we do not need to pre-program the agent, as it learns from its
own experience without any human intervention.
Example: Suppose there is an AI agent present within a maze environment, and his goal is to
find the diamond. The agent interacts with the environment by performing some actions, and
based on those actions, the state of the agent gets changed, and it also receives a reward or
penalty as feedback.
The agent continues doing these three things (take action, change state/remain in the same
state, and get feedback), and by doing these actions, he learns and explores the environment.
The agent learns that what actions lead to positive feedback or rewards and what actions lead
to negative feedback penalty. As a positive reward, the agent gets a positive point, and as a
penalty, it gets a negative point.
Terms used in Reinforcement Learning
o Agent(): An entity that can perceive/explore the environment and act upon it.
o Environment(): A situation in which an agent is present or surrounded by. In RL, we assume
the stochastic environment, which means it is random in nature.
o Action(): Actions are the moves taken by an agent within the environment.
o State(): State is a situation returned by the environment after each action taken by the agent.
o Reward(): A feedback returned to the agent from the environment to evaluate the action of
the agent.
o Policy(): Policy is a strategy applied by the agent for the next action based on the current
state.
o Value(): It is expected long-term retuned with the discount factor and opposite to the short-
term reward.
o Q-value(): It is mostly similar to the value, but it takes one additional parameter as a current
action (a).
There are four main elements of Reinforcement Learning, which are given below:
Policy
Reward Signal
Value Function
Model of the environment
1) Policy: A policy can be defined as a way how an agent behaves at a given time. It maps the
perceived states of the environment to the actions taken on those states. A policy is the core element
of the RL as it alone can define the behavior of the agent. In some cases, it may be a simple function
or a lookup table, whereas, for other cases, it may involve general computation as a search process. It
could be deterministic or a stochastic policy:
2) Reward Signal: The goal of reinforcement learning is defined by the reward signal. At each state,
the environment sends an immediate signal to the learning agent, and this signal is known as
a reward signal. These rewards are given according to the good and bad actions taken by the agent.
The agent's main objective is to maximize the total number of rewards for good actions. The reward
signal can change the policy, such as if an action selected by the agent leads to low reward, then the
policy may change to select other actions in the future.
3) Value Function: The value function gives information about how good the situation and action are
and how much reward an agent can expect. A reward indicates the immediate signal for each good
and bad action, whereas a value function specifies the good state and action for the future. The
value function depends on the reward as, without reward, there could be no value. The goal of
estimating values is to achieve more rewards.
4) Model: The last element of reinforcement learning is the model, which mimics the behavior of the
environment. With the help of the model, one can make inferences about how the environment will
behave. Such as, if a state and an action are given, then a model can predict the next state and reward.
The model is used for planning, which means it provides a way to take a course of action by
considering all future situations before actually experiencing those situations. The approaches for
solving the RL problems with the help of the model are termed as the model-based approach.
Comparatively, an approach without using a model is called a model-free approach.
In the above image, the agent is at the very first block of the maze. The maze is consisting of
an S6 block, which is a wall, S8 a fire pit, and S4 a diamond block.
The agent cannot cross the S6 block, as it is a solid wall. If the agent reaches the S 4 block, then
get the +1 reward; if it reaches the fire pit, then gets -1 reward point. It can take four
actions: move up, move down, move left, and move right.
The agent can take any path to reach to the final point, but he needs to make it in possible
fewer steps. Suppose the agent considers the path S9-S5-S1-S2-S3, so he will get the +1-
reward point.
The agent will try to remember the preceding steps that it has taken to reach the final step. To
memorize the steps, it assigns 1 value to each previous step. Consider the below step:
Now, the agent has successfully stored the previous steps assigning the 1 value to each previous
block. But what will the agent do if he starts moving from the block, which has 1 value block on both
sides? Consider the below diagram:
It will be a difficult condition for the agent whether he should go up or down as each block has the
same value. So, the above approach is not suitable for the agent to reach the destination. Hence to
solve the problem, we will use the Bellman equation, which is the main concept behind
reinforcement learning.
The Bellman equation was introduced by the Mathematician Richard Ernest Bellman in the year
1953, and hence it is called as a Bellman equation. It is associated with dynamic programming and
used to calculate the values of a decision problem at a certain point by including the values of
previous states.
It is a way of calculating the value functions in dynamic programming or environment that leads to
modern reinforcement learning.
The key-elements used in Bellman equations are:
o Action performed by the agent is referred to as "a"
o State occurred by performing the action is "s."
o The reward/feedback obtained for each good and bad action is "R."
o A discount factor is Gamma "γ."
The Bellman equation can be written as:
1. V(s) = max [R(s,a) + γV(s`)]
Where,
Now, we will move further to the 6 th block, and here agent may change the route because it always
tries to find the optimal path. So now, let's consider from the block next to the fire pit.
Now, the agent has three options to move; if he moves to the blue box, then he will feel a bump if he
moves to the fire pit, then he will get the -1 reward. But here we are taking only positive rewards, so
for this, he will move to upwards only. The complete block values will be calculated using this
formula. Consider the below image:
MDP is used to describe the environment for the RL, and almost all the RL problem can be
formalized using MDP.
MDP contains a tuple of four elements (S, A, Pa, Ra):
o A set of finite States S
o A set of finite Actions A
o Rewards received after transitioning from state S to state S', due to action a.
o Probability Pa.
MDP uses Markov property, and to better understand the MDP, we need to learn about it.
Markov Property:
It says that "If the agent is present in the current state S1, performs an action a1 and move to the
state s2, then the state transition from s1 to s2 only depends on the current state and future action
and states do not depend on past actions, rewards, or states."
Or, in other words, as per Markov Property, the current state transition does not depend on any past
action or state. Hence, MDP is an RL problem that satisfies the Markov property. Such as in a Chess
game, the players only focus on the current state and do not need to remember past actions or
states.
Finite MDP:
A finite MDP is when there are finite states, finite rewards, and finite actions. In RL, we consider only
the finite MDP.
Markov Process:
Markov Process is a memory less process with a sequence of random states S 1, S2, ....., St that uses the
Markov Property. Markov process is also known as Markov chain, which is a tuple (S, P) on state S
and transition function P. These two components (S and P) can define the dynamics of the system.
According To Text Book:
5. Learning Models of Reinforcement Learning- Q-Learning
Reinforcement learning algorithms are mainly used in AI applications and gaming applications. The
main used algorithms are:
o Q-Learning:
o Q-learning is an off policy RL algorithm, which is used for the temporal difference
Learning. The temporal difference learning methods are the way of comparing
temporally successive predictions.
o It learns the value function Q (S, a), which means how good to take action " a" at a
particular state "s."
o SARSA stands for State Action Reward State action, which is an on-
policy temporal difference learning method. The on-policy control method selects the
action for each state while learning using a specific policy.
o The goal of SARSA is to calculate the Q π (s, a) for the selected current policy π
and all pairs of (s-a).
o The main difference between Q-learning and SARSA algorithms is that unlike Q-
learning, the maximum reward for the next state is not required for updating
the Q-value in the table.
o In SARSA, new action and reward are selected using the same policy, which has
determined the original action.
o The SARSA is named because it uses the quintuple Q(s, a, r, s', a'). Where,
s: original state
a: Original action
r: reward observed while following the states
s' and a': New state, action pair.
o For a big state space environment, it will be a challenging and complex task to define
and update a Q-table.
o To solve such an issue, we can use a DQN algorithm. Where, instead of defining a Q-
table, neural network approximates the Q-values for each action and state.
Q-Learning Explanation:
o The main objective of Q-learning is to learn the policy which can inform the agent that
what actions should be taken for maximizing the reward under what circumstances.
o It is an off-policy RL that attempts to find the best action to take at a current state.
o The value of Q-learning can be derived from the Bellman equation. Consider the Bellman
equation given below:
In the equation, we have various components, including reward, discount factor (γ), probability, and
end states s'. But there is no any Q-value is given so first consider the below image:
In the above image, we can see there is an agent who has three values options, V(s 1), V(s2), V(s3). As
this is MDP, so agent only cares for the current state and the future state. The agent can go to any
direction (Up, Left, or Right), so he needs to decide where to go for the optimal path. Here agent will
take a move as per probability bases and changes the state. But if we want some exact moves, so for
this, we need to make some changes in terms of Q-value. Consider the below image:
Q- represents the quality of the actions at each state. So instead of using a value at each state, we will
use a pair of state and action, i.e., Q(s, a). Q-value specifies that which action is more lubricative than
others, and according to the best Q-value, the agent takes his next move. The Bellman equation can be
used for deriving the Q-value.
To perform any action, the agent will get a reward R(s, a), and also he will end up on a certain state,
so the Q -value equation will be:
The Q stands for quality in Q-learning, which means it specifies the quality of an action taken by the
agent.
Q-table:
A Q-table or matrix is created while performing the Q-learning. The table follows the state and action
pair, i.e., [s, a], and initializes the values to zero. After each action, the table is updated, and the q-
values are stored within the table.
The RL agent uses this Q-table as a reference table to select the best action based on the q-values.
According to Textbook:
6. Implementation of Q-learning with Python Frameworks,
Conclusion:
We see that in the Episode Reward over time plot that the episode rewards progressively increase over
time and ultimately levels out at a high reward per episode value which indicates that the agent has
learnt to maximize its total reward earned in an episode by behaving optimally at every state.
1. Robotics:
RL is used in Robot navigation, Robo-soccer, walking, juggling, etc.
2. Control:
1. RL can be used for adaptive control such as Factory processes, admission control in
telecommunication, and Helicopter pilot is an example of reinforcement learning.
3. Game Playing:
1. RL can be used in Game playing such as tic-tac-toe, chess, etc.
4. Chemistry:
1. RL can be used for optimizing the chemical reactions.
5. Business:
1. RL is now used for business strategy planning.
6. Manufacturing:
1. In various automobile manufacturing companies, the robots use deep reinforcement
learning to pick goods and put them in some containers.
7. Finance Sector:
1. The RL is currently used in the finance sector for evaluating trading strategies.
Here are applications of Reinforcement Learning:
Robotics for industrial automation.
Business strategy planning
Machine learning and data processing
It helps you to create training systems that provide custom instruction and materials according
to the requirement of students.
Aircraft control and robot motion control
Why use Reinforcement Learning?
Here are prime reasons for using Reinforcement Learning:
It helps you to find which situation needs an action
Helps you to discover which action yields the highest reward over the longer period.
Reinforcement Learning also provides the learning agent with a reward function.
It also allows it to figure out the best method for obtaining large rewards.
RL works by interacting with the environment. Supervised learning works on the existing dataset.
The RL algorithm works like the human brain works Supervised Learning works as when a human learns
when making some decisions. things in the supervision of a guide.
No previous training is provided to the learning Training is provided to the algorithm so that it can
agent. predict the output.
RL helps to take decisions sequentially. In Supervised learning, decisions are made when
input is given.
Works on Works on interacting with the environment. Works on examples or given sample data.
Parameters Reinforcement Learning Supervised Learning
In RL method learning decision is dependent. Supervised learning the decisions which are
Dependency on
Therefore, you should give labels to all the independent of each other, so labels are given
decision
dependent decisions. for every decision.
Supports and work better in AI, where human It is mostly operated with an interactive
Best suited
interaction is prevalent. software system or applications.
Prepared by Mrs.C.Sonika