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Q-Learning Algorithm Example

The document describes a Q-Learning example involving a building with 5 rooms and an outside area, represented as a state graph with rewards associated with actions. It outlines the process of updating the Q matrix based on the agent's actions and rewards, ultimately leading to the goal state. The example demonstrates how the agent learns optimal actions through multiple episodes to maximize rewards.

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0% found this document useful (0 votes)
7 views12 pages

Q-Learning Algorithm Example

The document describes a Q-Learning example involving a building with 5 rooms and an outside area, represented as a state graph with rewards associated with actions. It outlines the process of updating the Q matrix based on the agent's actions and rewards, ultimately leading to the goal state. The example demonstrates how the agent learns optimal actions through multiple episodes to maximize rewards.

Uploaded by

damanpreetk679
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© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF or read online on Scribd
Q-Learning - Reinforcement Learning - Solved Example - 1 * Suppose we have 5 rooms in a building connected by doors as shown in the figure below. We'll number each room 0 through 4. The outside of the building can be thought of as one big room (5). Notice that doors 1 and 4 lead into the building from room 5 (outside). Q-Learning - Reinforcement Learning - Solved Example - 1 * We can represent the rooms on a graph, each room as a node, and each door as a link. Q-Learning - Reinforcement Learning - Solved Example - 1 * The goal room is number 5 * The doors that lead immediately to the goal have an instant reward of 100. Other doors not directly connected to the target room have zero reward. + Each arrow contains an instant reward value, as shown below: Q-Learning - Reinforcement Learning - Solved Example - 1 * We can put the state diagram and the instant reward values into the following reward table, "matrix R". The -1's in the table represent null values (i.e.; where there isn't a link between nodes). For example, State 0 cannot go to State 1. Action State O 12 3 4 5 -1-l -l1-1 0 -l al a. at 0 1 100 -1 -1 -l1 0-1 -l -l1 0 0-1 0 -l O 1-1 O 71 100 -1 0-1-1 0 100 Goal State UBRWNHKO Q-Learning - Reinforcement Learning - Solved Example - 1 * Learning rate = 0.8 and the initial state as Room 1. * Initialize matrix Q as a zero matrix: Action 012345 Stte G i 2 a4 4 0 10 0000 lem ae on To oo 008 1 |-l -1 -1 0-11 = R= 2 |[-l-1-1 0-1 -1 = toe ee 3 1 0 0-1 0 -1 4 | 0-1-1 0 -1 100] 41000000 5 |-1 0-1-1 0 100 5jo00000 Q-Learning - Reinforcement Learning - Solved Example - 1 * Look at the second row (state 1) of matrix R. + There are two possible actions for the current state 1: go to state 3, or go to state 5. * By random selection, we select to go to 5 as our action. Action Ste 0 1 eae Hl -1-1-1 0 =I -1 -1 a 0 -1 100 -1-1-1 0-1 -l -1 0 0-1 0 -l 0-1-1 0 -1 100 -1 0-1-1 0 100 UbWNHS Q-Learning - Reinforcement Learning - Solved Example - 1 Now let’s imagine what would happen if our agent were in state 5 (next state). Look at the sixth row of the reward matrix R (i.e. state 5). It has 3 possible actions: go to state 1, 4 or 5. Q(state, action) = R(state, action) + Gamma * Max[Q(next state, all actions)]} Q(1, 5) = R(1, 5) +Q8 * Max[Q(5, 1), Q(5, 4), Q(5, 5)] = 100 + 0.8 * 0 = 100 Action 012345 State 0 12 3 4 5 ofooo00o00 o fel -1 -1 -1 0 -1 llo00000 1 |-1 -1 -1 0 -1 100) = R= 2 |-1-1-1 0-1 -1 Q= 21000000 Bl 0 01 0 1 3j000000 4 | 0-1-1 0 -1 100 41000000 5 |-1 0-1-1 0 100 5jo00000 Q-Learning - Reinforcement Learning - Solved Example - 1 Now let’s imagine what would happen if our agent were in state 5. Look at the sixth row of the reward matrix R (i.e. state 5). It has 3 possible actions: go to state 1, 4 or 5. Q(state, action) = R(state, action) + Gamma * Max[Q(next state, all actions)] Q(1, 5) = R(1, 5) + 0.8 * Max[Q(5, 1), Q(5, 4), Q(5, 5)] = 100+ 0.8 * 0= 100 Action O@iae8s State 0 12 3 4 5 m10 0 0 0 0 0 0 f-l-1-1-1 0 -1 1]0 0 0 0 O1Q0 1 |-1 -1 -1 0 -1 100 2]0 00000 eae o te 3/0 00000 4 ]0-1-1 0 -1 100 are 5 |-1 0-1-1 0 100 Q-Learning - Reinforcement Learning - Solved Example - 1 * The next state, 5, now becomes the current state. * Because 5 is the goal state, we've finished one episode. * Our agent’s brain now contains an updated matrix Q as: 012 3 4 5 ofo 00000 s 10 0 0 0 0100 Q=2])000000 3/0 0 0000 40 0 0000 slo 00000 Q-Learning - Reinforcement Learning - Solved Example - 1 * For the next episode, we randomly choose the initial state — say 3 (can go to 1, 2 & 4) Action Stte UW 1 224 A -l-l1-1-1 0 -l -1 -1 -1 0 -1 100 -l1 -1 -1 0-1 -l -1 0 0-1 0 -l 0-1-1 0 -1 100 -1 0-1-1 0 100 UBWNRO * Now we imagine that we are in state)1 (next state). Q-Learning - Reinforcement Learning - Solved Example - 1 Now we imagine that we are in state 1 (next state). Look at the second row of reward matrix R (i.e. state 1). It has 2 possible actions: go to state 3 or state 5. Then, we compute the Q value: Q(state, action) = R(state, action) + Gamma * Max[Q(next state, all actions)] Q(3, 1) = R(3, 1) + 0.8 * Max[Q(1, 3), Q(1, 5)] = 0 + 0.8 * Max(0, 100) = 80 an 012345 ste 0 123 4 5 blo 0 0 0 0 0 ioe i1fo 00000 1 1-1-1 0 -1 100 4 R= 2 |1-1-1 0-1 -1 Q= 2]0 0 0 0 0100 3 o 00:0 0 3 |-1 0 0-1 0 -1 alo a a 4] 0-1-1 0 -1 100 5 |-1 0 -1 -1 0 100] 5jo 00000 Q-Learning - Reinforcement Learning - Solved Example - 1 * If our agent learns more through o1234 5 . ae will fi o;/ 0 0 0 0 8 9O further episodes, it will finally 1] ogo 0 64 0 109 reach convergence values in Q=2/ 0° 0 0 & 0 oO 3} 0 80 S51 0 80 0 matrix Q like: 4/64 0 0 G4 0 100 5S} 0 80 0 0 80 100] Tracing the best sequences of states is as simple as following the ou sate links with the highest values at each state.

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