Introduction to Reinforcement Learning (RL)
Reinforcement Learning (RL) is a type of machine learning where an agent learns to make
decisions by interacting with an environment. The goal is to learn a strategy (or policy) that
maximizes some notion of cumulative reward over time.
🔁 1. Key Concepts in Reinforcement Learning
🧠 Agent
The learner or decision-maker (e.g., a robot, software, or algorithm).
🌍 Environment
Everything the agent interacts with. It provides feedback to the agent's actions in the form of
rewards and new states.
🏁 Goal
To learn an optimal policy that maximizes the total reward over time.
🔑 2. Core Components
Component Description
State (s) A representation of the current situation.
Action (a) A decision the agent makes.
Reward (r) A scalar value given by the environment after an action.
Policy (π) The strategy that the agent uses to choose actions.
Value Function (V(s)) Predicts expected future rewards from a state.
Q-Function (Q(s,a)) Predicts expected future rewards from a state-action pair.
Model (optional) Predicts the next state and reward; used in model-based RL.
🔄 3. The RL Loop
1. Agent observes the current state sss.
2. Agent chooses an action aaa using its policy π\piπ.
3. Environment responds:
o Returns a reward rrr,
o Provides the next state s′s's′.
4. Agent updates its knowledge/policy using this experience.
5. Repeat.
🧪 4. Types of Reinforcement Learning
Type Description
Model-Free Learns directly from interaction (e.g., Q-learning, Policy Gradient).
Model-Based Learns a model of the environment to plan ahead.
On-Policy Learns from actions taken by the current policy (e.g., SARSA).
Off-Policy Learns from actions outside the current policy (e.g., Q-learning).
📘 5. Popular Algorithms
Q-Learning
SARSA (State-Action-Reward-State-Action)
Deep Q-Networks (DQN)
Policy Gradient Methods
Actor-Critic Methods
Proximal Policy Optimization (PPO)
Deep Deterministic Policy Gradient (DDPG)
🎮 6. Example: RL in Games
In a video game:
The agent is the player.
The state is the current screen or situation.
The action is a move (e.g., jump, shoot).
The reward is points scored.
The goal is to maximize the score.
📈 7. Challenges in RL
Exploration vs. Exploitation: Trying new things vs. using known good actions.
Credit Assignment: Determining which actions led to success/failure.
High-dimensional spaces: RL can struggle with complex environments.
Sample Efficiency: Learning may require many interactions.
📚 8. Applications
Game playing (e.g., AlphaGo, OpenAI Five)
Robotics
Self-driving cars
Resource management
Finance and trading
Recommendation systems