Reinforced Learning
Reinforced Learning
Our Reinforcement learning tutorial will give you a complete overview of reinforcement
learning, including MDP and Q-learning. In RL tutorial, you will learn the below topics:
What is Q-Learning?
Conclusion.
What is Reinforcement Learning?
Reinforcement Learning is a feedback-based Machine learning technique in which
an agent learns to behave in an environment by performing the actions and seeing
the results of actions. For each good action, the agent gets positive feedback, and
for each bad action, the agent gets negative feedback or penalty.
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
Agent(): An entity that can perceive/explore the environment and act upon it.
Action(): Actions are the moves taken by an agent within the environment.
State(): State is a situation returned by the environment after each action taken by
the agent.
Reward(): A feedback returned to the agent from the environment to evaluate the
action of the agent.
Policy(): Policy is a strategy applied by the agent for the next action based on the
current state.
Value(): It is expected long-term retuned with the discount factor and opposite to
the short-term reward.
Q-value(): It is mostly similar to the value, but it takes one additional parameter as
a current action (a).
Key Features of Reinforcement Learning
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In RL, the agent is not instructed about the environment and what actions need to
be taken.
The agent takes the next action and changes states according to the feedback of
the previous action.
The environment is stochastic, and the agent needs to explore it to reach to get the
maximum positive rewards.
There are mainly three ways to implement reinforcement-learning in ML, which are:
1. Value-based:
The value-based approach is about to find the optimal value function, which is the
maximum value at a state under any policy. Therefore, the agent expects the long-
term return at any state(s) under policy π.
2. Policy-based:
Policy-based approach is to find the optimal policy for the maximum future rewards
without using the value function. In this approach, the agent tries to apply such a
policy that the action performed in each step helps to maximize the future reward.
The policy-based approach has mainly two types of policy:
Deterministic: The same action is produced by the policy (π) at any state.
1. Policy
2. Reward Signal
3. Value Function
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.
How does Reinforcement Learning Work?
To understand the working process of the RL, we need to consider two main things:
Let's take an example of a maze environment that the agent needs to explore. Consider
the below image:
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 S4 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 reward/feedback obtained for each good and bad action is "R."
A discount factor is Gamma "γ."
Where,
γ = Discount factor
In the above equation, we are taking the max of the complete values because the agent
tries to find the optimal solution always.
So now, using the Bellman equation, we will find value at each state of the given
environment. We will start from the block, which is next to the target block.
V(s3) = max [R(s,a) + γV(s`)], here V(s')= 0 because there is no further state to move.
V(s2) = max [R(s,a) + γV(s`)], here γ= 0.9(lets), V(s')= 1, and R(s, a)= 0, because there is
no reward at this state.
V(s1) = max [R(s,a) + γV(s`)], here γ= 0.9(lets), V(s')= 0.9, and R(s, a)= 0, because there is
no reward at this state also.
V(s5) = max [R(s,a) + γV(s`)], here γ= 0.9(lets), V(s')= 0.81, and R(s, a)= 0, because there
is no reward at this state also.
V(s9) = max [R(s,a) + γV(s`)], here γ= 0.9(lets), V(s')= 0.73, and R(s, a)= 0, because there
is no reward at this state also.
Now, we will move further to the 6th 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:
Types of Reinforcement learning
There are mainly two types of reinforcement learning, which are:
Positive Reinforcement
Negative Reinforcement
Positive Reinforcement:
The positive reinforcement learning means adding something to increase the tendency
that expected behavior would occur again. It impacts positively on the behavior of the
agent and increases the strength of the behavior.
This type of reinforcement can sustain the changes for a long time, but too much positive
reinforcement may lead to an overload of states that can reduce the consequences.
Negative Reinforcement:
It can be more effective than the positive reinforcement depending on situation and
behavior, but it provides reinforcement only to meet minimum behavior.
We can represent the agent state using the Markov State that contains all the required
information from the history. The State St is Markov state if it follows the given condition:
The Markov state follows the Markov property, which says that the future is independent
of the past and can only be defined with the present. The RL works on fully observable
environments, where the agent can observe the environment and act for the new state.
The complete process is known as Markov Decision process, which is explained below:
Markov Decision Process
Markov Decision Process or MDP, is used to formalize the reinforcement learning
problems. If the environment is completely observable, then its dynamic can be modeled
as a Markov Process. In MDP, the agent constantly interacts with the environment and
performs actions; at each action, the environment responds and generates a new state.
MDP is used to describe the environment for the RL, and almost all the RL problem can be
formalized using MDP.
Rewards received after transitioning from state S to state S', due to action a.
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 memoryless process with a sequence of random states S1, 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.
Q-Learning:
It learns the value function Q (S, a), which means how good to take action "a"
at a particular state "s."
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.
The goal of SARSA is to calculate the Q π (s, a) for the selected current
policy π and all pairs of (s-a).
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.
In SARSA, new action and reward are selected using the same policy, which
has determined the original action.
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.
Q-Learning Explanation:
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.
It is an off-policy RL that attempts to find the best action to take at a current state.
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(s1),
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.
The RL algorithm works like the human Supervised Learning works as when a
brain works when making some human learns things in the supervision of a
decisions. guide.
2. Control:
a. 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:
4. Chemistry:
a. RL can be used for optimizing the chemical reactions.
5. Business:
6. Manufacturing:
a. In various automobile manufacturing companies, the robots use deep
reinforcement learning to pick goods and put them in some containers.
7. Finance Sector:
Conclusion:
From the above discussion, we can say that Reinforcement Learning is one of the most
interesting and useful parts of Machine learning. In RL, the agent explores the
environment by exploring it without any human intervention. It is the main learning
algorithm that is used in Artificial Intelligence. But there are some cases where it should
not be used, such as if you have enough data to solve the problem, then other ML
algorithms can be used more efficiently. The main issue with the RL algorithm is that some
of the parameters may affect the speed of the learning, such as delayed feedback.
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