Numerical Example Explanation (Q-Learning)
Step 1: Given Information
Learning parameter (discount factor)
γ =0.8
Initial state: Room B
Reward matrix R represents the environment.
States: A, B, C, D, E, F
Reward 100 indicates reaching the goal state (F).
Reward 0 indicates allowed movement.
Reward – means movement not allowed.
Step 2: Initialize Q-Matrix
The Q-matrix stores learned values.
Initially, all Q-values are set to 0:
Q ( s , a )=0 for all states and actions
Step 3: Possible Actions from Initial State B
From row B of reward matrix R:
Possible actions:
o Go from B → D
o Go from B → F
Assume random selection, choose action B → F
Step 4: Move to Next State
After taking action B → F, the agent reaches state F
Now look at row F of reward matrix:
o From F, agent can go to:
B
E
F (self-loop, goal state)
Step 5: Apply Q-Learning Update Formula
General formula:
' '
Q(s , a)=R (s , a)+ γ max Q (s , a )
For this case:
Current state = B
Action = F
Next state = F
Q(B , F )=R(B , F)+0.8 ×max [Q(F , B), Q( F , E) , Q(F , F)]
Step 6: Substitute Values
From reward matrix:
R(B , F)=100
Since Q-matrix is initially zero:
Q(F , B)=Q(F , E)=Q(F , F)=0
Q(B , F )=100+0.8 × 0
Step 7: Final Calculation
Q(B , F )=100
Final Interpretation
Since F is the goal state, it gives a high immediate reward.
No future reward is added because Q-values are initially zero.
The agent learns that going from B to F is a very good action.
This value will later help propagate rewards backward to other states.
One-Line Exam Conclusion
The Q-value for state B and action F becomes 100, indicating that moving from
B directly to the goal state F yields maximum reward.