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Reinforcement Learning Study Guide

This document is a comprehensive study guide on Reinforcement Learning (RL), detailing its theory, core terminologies, and key concepts such as agents, states, actions, policies, rewards, and value functions. It covers essential algorithms like Q-Learning, the importance of policies, and various types of RL, along with practical examples and numerical problem-solving techniques. Additionally, it provides a formula cheat sheet and step-by-step guides for solving numerical problems related to RL.

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

Reinforcement Learning Study Guide

This document is a comprehensive study guide on Reinforcement Learning (RL), detailing its theory, core terminologies, and key concepts such as agents, states, actions, policies, rewards, and value functions. It covers essential algorithms like Q-Learning, the importance of policies, and various types of RL, along with practical examples and numerical problem-solving techniques. Additionally, it provides a formula cheat sheet and step-by-step guides for solving numerical problems related to RL.

Uploaded by

theamna00013
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

REINFORCEMENT

LEARNING
Complete Study Guide
Theory | Formulas | Numericals | Exam Tips
1. What is Reinforcement Learning?
Reinforcement Learning (RL) is a type of machine learning where an agent learns by interacting
with an environment. It learns through trial and error, receiving rewards or penalties based on its
actions.
Key Comparison:
Aspect Supervised Learning Reinforcement Learning
Method Teach by example Teach by experience
Input Labeled dataset Environment interaction
Feedback Correct label given Reward/Penalty given
Goal Learn from examples Maximize cumulative reward

2. Core Terminologies (Must Know!)


2.1 Agent
The learner or decision-maker. It interacts with the environment and takes actions.
💡 Exam Tip: In Mario: Mario is the agent.

2.2 State (s)


The current situation or observation of the environment at a given time. It represents what the
agent sees.
💡 Exam Tip: In Mario: Mario's current position, enemy locations, coin positions = state.

2.3 Action (a)


The move the agent makes in a given state. The set of all possible actions is called the action
space.
💡 Exam Tip: In Mario: Move left, move right, jump = actions.

2.4 Policy (π - Pi)


The strategy or rule the agent uses to decide which action to take in a given state. A policy
maps states to actions.
Formally:
π(a | s) = P(A = a | S = s)
This is the probability of taking action 'a' when in state 's'.
• Deterministic Policy: One specific action for each state
• Stochastic Policy: A probability distribution over actions
💡 Exam Tip: Policy is the brain of the agent — it is what we are trying to learn/optimize in RL!

2.5 Reward (R)


A scalar feedback signal the agent receives after taking an action. It tells the agent how good or
bad the action was.
• Positive reward = good action
• Negative reward = bad action (penalty)
The GOAL of RL: Maximize the total (cumulative) reward over time.
💡 Exam Tip: Reward design matters! If winning gives +10 and collecting a coin gives +100, the agent
will prefer coins over winning.

2.6 State Transition


How the environment moves from one state to the next based on the agent's action.
s' = f(s, a) [deterministic]
s' ~ P(s' | s, a) [stochastic/random]
In practice, we often do NOT know the state transition function — only the environment knows
it.
• Deterministic: Same action in same state always leads to same next state (e.g., Chess)
• Stochastic: Next state has randomness (e.g., enemy movement in Mario)

3. Rewards, Returns & Discounting


3.1 Return (Ut) — Cumulative Future Reward
The return at time t is the sum of all future rewards from time t to the end of the episode.
Ut = Rt + Rt+1 + Rt+2 + ... + Rn
Where n is the final time step (end of game/episode).

3.2 Discounted Return — The Important One!


Future rewards are less certain and less valuable than immediate rewards. We multiply future
rewards by a discount factor gamma (γ).
Ut = Rt + γ·Rt+1 + γ²·Rt+2 + ... + γ^(n-t)·Rn
Compact form:
Ut = Σ γ^(k) · R(t+k) [sum from k=0 to n-t]

Gamma (γ) Value Meaning Agent Behavior


γ=0 Only immediate reward matters Greedy, short-sighted
γ=1 All future rewards equally valued Far-sighted, risky
0 < γ < 1 (e.g., 0.9) Future discounted gradually Balanced — most common!

💡 Exam Tip: γ = 0.9 is a common default. Current reward is NOT discounted (k=0 gives γ^0 = 1).

3.3 Solving a Discounted Return Numerical


EXAMPLE: γ = 0.9, rewards are R1=+1, R2=+1, R3=+1, R4=-1. Find U1.
Step-by-step:
1. Write the formula: U1 = R1 + γ·R2 + γ²·R3 + γ³·R4
2. Substitute values: U1 = 1 + (0.9)(1) + (0.9²)(1) + (0.9³)(-1)
3. Calculate powers: γ² = 0.81, γ³ = 0.729
4. U1 = 1 + 0.9 + 0.81 + (-0.729) = 1.981
ANSWER: U1 = 1.981
💡 Exam Tip: Always remember: the first reward (Rt) is multiplied by γ^0 = 1, second by γ^1, third by
γ^2, etc.

3.4 Randomness in Returns


Before the game is played (at time t), future rewards Rt, Rt+1, ... Rn are UNKNOWN random
variables → written in UPPERCASE (Ut).
After the game ends, all rewards are observed → written in lowercase (ut) — just a plain
number.
📝 Note: Uppercase = Random Variable (unknown). Lowercase = Observed value (known number).

4. Value Functions
4.1 Why Value Functions?
At time t, Ut is a random variable — we don't know its exact value. We need a way to evaluate
'how good is this situation?' reliably.
Solution: Take the EXPECTATION (average) of Ut. This removes randomness and gives a real
number.

4.2 Action-Value Function Q(s,a) — Q-Function


The Q-function tells us: 'How good is it to take action a in state s, following policy π?'
Qπ(s, a) = E[Ut | St = s, At = a]
Breaking it down:
• E[ ] = Expectation (average over all possible futures)
• Ut = discounted return from time t
• Given St = s (we are in state s) and At = a (we take action a)
• π = the policy being followed after time t
Key properties:
• A BETTER policy → HIGHER Q values
• Q depends on both current state AND current action
• Q acts as a CRITIC — it evaluates how good the agent's performance is

4.3 State-Value Function V(s)


The V-function tells us: 'How good is it to be in state s, following policy π?'
Vπ(s) = E[Ut | St = s]
Difference from Q-function: V only depends on state, not on a specific action.
Function Depends On Question Answered
Q(s, a) State + Action How good is this (state, action) pair?
V(s) State only How good is this state?

4.4 Relationship: Q and V


Vπ(s) = Σ π(a|s) · Qπ(s, a) [sum over all actions a]
State value = weighted average of Q-values, where weights are the policy probabilities.
💡 Exam Tip: If you know Q, you can always compute V. But not vice versa!

5. Q-Learning
5.1 Core Idea
Q-Learning is an algorithm to find the OPTIMAL Q-function (Q*) without knowing the
environment model.
• It is model-free and off-policy
• It directly approximates the optimal Bellman equation
• Works by updating Q-values using observed (s, a, r, s') tuples

5.2 Q-Learning Update Rule (THE FORMULA)


Q(s, a) ← Q(s, a) + α · [r + γ · max Q(s', a') - Q(s, a)]
Understanding each part:
Symbol Meaning
Q(s, a) Current Q-value for (state, action) pair
α (alpha) Learning rate — how fast we update (0 < α ≤ 1)
r Immediate reward received after taking action a
γ (gamma) Discount factor for future rewards
max Q(s', a') Best Q-value for the NEXT state s' (over all actions)
[r + γ·max Q - Q(s,a)] TD Error — the difference between target and current

5.3 Solving a Q-Learning Numerical


EXAMPLE: α = 0.5, γ = 0.9
Current state: s, Action taken: a, Reward: r = +1
Next state: s', max Q(s', a') = 2.0 (best Q in next state)
Current Q(s, a) = 1.0
Find updated Q(s, a):
Step 1: Find TD Target = r + γ · max Q(s', a')
TD Target = 1 + 0.9 × 2.0 = 1 + 1.8 = 2.8
Step 2: Find TD Error = TD Target - Q(s, a)
TD Error = 2.8 - 1.0 = 1.8
Step 3: Update Q-value
Q(s, a) = 1.0 + 0.5 × 1.8 = 1.0 + 0.9 = 1.9
ANSWER: Updated Q(s, a) = 1.9
💡 Exam Tip: The three steps are always: (1) Compute TD Target, (2) Compute TD Error, (3) Apply
Update.

5.4 Q-Table Example (Value Iteration)


In simple problems, we store Q-values in a table where rows = states, columns = actions.
Example Q-Table:
State / Action A1 A2 A3 A4
S1 +1 +2 -1 0
S2 +2 0 +1 -2
S3 -1 +1 0 -2
S4 -2 0 +1 +1

From this table: In state S1, the best action is A2 (Q=+2). In state S2, the best action is A1
(Q=+2).
📝 Note: Q-Tables only work for small state/action spaces. For large spaces, we use Neural Networks
→ Deep Q-Learning (DQN).
6. Policy in Depth
6.1 What is Policy?
Policy defines how the agent behaves — it maps states to actions (or probability distributions
over actions).
π : S → A (deterministic)
π(a|s) = P(A=a | S=s) (stochastic)

6.2 Stochastic Policy Example


In state s, the agent has 3 possible actions: Up, Left, Right.
The policy might output: π(Up|s) = 0.7, π(Left|s) = 0.2, π(Right|s) = 0.1
The agent samples from this distribution → mostly goes Up but sometimes explores other
directions.
💡 Exam Tip: The probabilities must sum to 1.0 for any given state s.

6.3 Optimal Policy (π*)


The policy that maximizes the expected cumulative reward. Finding it is the ultimate goal of RL.
π* = argmax_π Vπ(s) for all states s

7. Three Types of Reinforcement Learning


Aspect Model-Based Value-Based Policy-Based
What it learns Model of the world State/action values Policy function directly
Action selection Plan using model Choose highest value Sample from policy
action
Exploration Built into planning Must add separately Built-in (stochastic)
Example Dyna-Q, World Models Q-Learning, DQN REINFORCE, PPO, A3C
algorithms
Best for Known/learnable envs Discrete action spaces Continuous action
spaces

8. Environment Types
Dimension Type 1 Type 2
Observability Fully Observable (Chess — you see Partially Observable (Poker —
everything) hidden cards)
Agents Single Agent (Atari game) Multi-Agent (DeepTraffic — multiple
cars)
Dynamics Deterministic (Cart Pole) Stochastic (DeepTraffic)
Time Static (Chess — board waits) Dynamic (DeepTraffic — moves in
real-time)
Actions Discrete (Chess — finite moves) Continuous (Cart Pole — force
value)

9. Classic RL Examples
Cart-Pole Balancing
• Goal: Balance a pole on a moving cart
• State: Pole angle, angular speed, cart position, horizontal velocity
• Actions: Apply horizontal force left or right
• Reward: +1 for every time step the pole stays upright

Atari / Doom Game


• Goal: Maximize game score (or eliminate opponents)
• State: Raw pixel values from the screen
• Actions: Button combinations (Up, Down, Left, Right, Shoot, Jump...)
• Reward: +ve for scoring/killing, -ve for dying

Robotic Arm Grasping


• Goal: Pick up objects of different shapes
• State: Raw camera pixels
• Actions: Move arm in different directions, grasp/release
• Reward: +1 when successful pickup, 0 or -1 otherwise

Human Life (Philosophical)


• Goal: Survival? Happiness?
• State: All sensory input (sight, hearing, taste, smell, touch)
• Actions: Think, move
• Reward: Homeostasis (biological well-being)
10. Complete Formula Cheat Sheet
Formula Name Mathematical Form What It Means
Policy Function π(a|s) = P(A=a|S=s) Prob. of action a in state s
Simple Return Ut = Rt + Rt+1 + ... + Rn Sum of all future rewards
Discounted Return Ut = Σ γ^k · R(t+k) Weighted sum, future less valued
Action-Value (Q) Qπ(s,a) = E[Ut | St=s, At=a] Expected return from (s,a)
State-Value (V) Vπ(s) = E[Ut | St=s] Expected return from state s
Q-to-V Relation Vπ(s) = Σ π(a|s) · Qπ(s,a) V = weighted average of Q
Q-Learning Update Q(s,a) ← Q(s,a) + TD update rule
α[r+γ·maxQ(s',a')-Q(s,a)]
Optimal Policy π* = argmax Vπ(s) Policy that maximizes value

11. Step-by-Step Guide to Solving Numericals


Type 1: Discounted Return Calculation
Given: γ, sequence of rewards R1, R2, ... Rn. Find: Ut
Method:
5. Write formula: Ut = Rt + γ·R(t+1) + γ²·R(t+2) + ...
6. Compute each γ^k: γ¹, γ², γ³ ... (key step!)
7. Multiply each reward by its corresponding γ^k
8. Sum all terms

Type 2: Q-Learning Update


Given: α, γ, current Q(s,a), reward r, max Q(s',a'). Find: updated Q(s,a)
Method:
9. Compute TD Target = r + γ · max Q(s', a')
10. Compute TD Error = TD Target - Q(s, a)
11. New Q(s, a) = Old Q(s, a) + α × TD Error

Type 3: Best Action from Q-Table


Given: A Q-table with states and actions. Find: optimal action for a state
Method: For the given state, find the column with the MAXIMUM Q-value. That action is optimal
(greedy policy).
Type 4: V from Q (and vice versa)
Given: Q-values and policy probabilities. Find: V(s)
V(s) = π(a1|s)·Q(s,a1) + π(a2|s)·Q(s,a2) + ...
Simply multiply each Q-value by its policy probability and sum.

12. Practice Numericals with Solutions


Numerical 1: Discounted Return
Q: γ = 0.8, rewards: R1=+2, R2=+3, R3=-1, R4=+4. Find U1.
U1 = 2 + (0.8)(3) + (0.8²)(-1) + (0.8³)(4)
= 2 + 2.4 + (0.64)(-1) + (0.512)(4)
= 2 + 2.4 - 0.64 + 2.048
ANSWER: U1 = 5.808

Numerical 2: Q-Learning Update


Q: α = 0.3, γ = 0.95, Q(s,a) = 3.0, r = +2, max Q(s',a') = 5.0. Find new Q(s,a).
TD Target = 2 + 0.95 × 5.0 = 2 + 4.75 = 6.75
TD Error = 6.75 - 3.0 = 3.75
New Q(s,a) = 3.0 + 0.3 × 3.75 = 3.0 + 1.125
ANSWER: New Q(s,a) = 4.125

Numerical 3: V from Q
Q: In state s, π(left|s) = 0.4, π(right|s) = 0.6. Q(s,left) = 2.0, Q(s,right) = 5.0. Find V(s).
V(s) = 0.4 × 2.0 + 0.6 × 5.0
= 0.8 + 3.0
ANSWER: V(s) = 3.8

13. Important Concepts & Exam FAQs


Why Discount Future Rewards?
Three reasons:
• Uncertainty: Future is uncertain — a reward now is more reliable than a promise later
• Time value: Immediate rewards are practically more useful
• Mathematical: Ensures infinite-horizon problems converge (sum doesn't blow up)

What is the Difference Between On-Policy and Off-Policy?


• On-Policy: Learn Q using the SAME policy being followed (e.g., SARSA)
• Off-Policy: Learn Q using a DIFFERENT policy than being followed (e.g., Q-Learning)
💡 Exam Tip: Q-Learning is off-policy because it uses max Q(s') regardless of what action is actually
taken next.

What is Exploration vs. Exploitation?


• Exploitation: Use current knowledge to maximize reward (greedy)
• Exploration: Try new actions to discover potentially better strategies
• Epsilon-Greedy: With probability ε explore randomly, else exploit
💡 Exam Tip: If you only exploit, you miss better options. If you only explore, you never use what you
learned.

What is a Model in RL?


The agent's internal representation of how the environment works:
• Transition model: P(s' | s, a) — predicts next state
• Reward model: R(s, a) — predicts reward
Model-free methods (Q-Learning) don't need a model. Model-based methods learn or use a
model.

Deep Reinforcement Learning


When the state/action space is too large for a Q-table, we use a Neural Network to approximate
Q(s,a). This is called Deep Q-Network (DQN).
• Input: State (e.g., raw pixels)
• Output: Q-value for each possible action
• Training: Minimize difference between predicted Q and TD target

14. Quick Summary — The Big Picture


Reinforcement Learning = Agent + Environment + Reward Signal
The agent observes a state, takes an action using its policy, receives a reward, moves to a new
state — and repeats. The goal is to learn a policy that maximizes cumulative discounted reward
over time.

The Learning Loop:


State → Policy → Action → Environment → Reward + New State →
(repeat)
The agent improves by updating its value function (Q/V) or policy directly based on received
rewards. Over time, it learns what actions lead to the best outcomes.

Good luck! You've got this. 🎯

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