Here’s a step-by-step explanation of how Reinforcement Learning works:
Step 1: Define the Environment
- Environment: The system or context within which the agent operates. It includes everything the agent interacts with and affects.
- State Space (S): The set of all possible states in which the environment can be.
- Action Space (A): The set of all possible actions the agent can take.
- Reward Function (R): A function that provides feedback to the agent based on the actions taken. It indicates the immediate benefit of an action in a given state.
Step 2: Define the Agent
- Agent: The entity that makes decisions and takes actions to achieve a goal.
- Policy (π): A strategy or mapping from states to actions. It can be deterministic (a single action for each state) or stochastic (a probability distribution over actions).
Step 3: Initialize Parameters
- Initialize the Q-Values: For methods like Q-learning, initialize the Q-values arbitrarily (e.g., to zero). Q-values represent the expected future rewards of actions taken in given states.
- Initialize the Policy: Define an initial policy, which can be random or based on heuristics.
Step 4: Interaction with the Environment
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Start in an Initial State: The agent begins in a state ss within the environment.
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Select an Action: Based on the current policy, the agent selects an action aa to perform. This could be done using exploration strategies like ε-greedy, where the agent occasionally tries random actions to explore the environment.
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Perform the Action: The agent performs the selected action, which changes the environment.
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Observe the Reward and New State: The environment responds by providing a reward r and transitioning to a new state s′.
Step 5: Update the Policy or Value Function
Based on the observed reward and new state, update the policy or value function using an appropriate RL algorithm. For example:
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Q-Learning (Value-Based Method): Update the Q-value for the state-action pair using the Bellman equation:
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where α is the learning rate, γ is the discount factor, and maxa′Q(s′,a′) is the maximum predicted future reward for the next state.
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Policy Gradient Methods (Policy-Based Method): Adjust the policy parameters directly using gradients of the expected reward. For instance:
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where θ represents policy parameters, and Advantage is a measure of how much better an action is compared to the average.
Step 6: Repeat
Repeat Steps 4 and 5 for each time step in the episode. An episode is a sequence of actions, rewards, and states from the start to a terminal state or until a stopping condition is met.
Step 7: Evaluate and Improve
After training, evaluate the performance of the agent by testing it in the environment or measuring metrics such as total reward or average reward per episode. Use the insights to fine-tune the policy or algorithm parameters.