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Overview

  • What is RL?

  • Why is RL Better?

  • Elements of RL

  • K-Armed bandits and maths

What is RL

  • RL doesn't really require a data set, it works on reward hypothesis and tries to achieve the maximum reward instead of learning it using previously played data.

  • When there is a delayed feedback (which works very well for RL, since other types of supervised learning can't)

  • traditional RL performs way better in controlled environments than traditional RL.

  • Read more about AlphaZero and StockFish fights.

  • AlphaZero can play multiple games (using very minimal code changes,[probably just changing the rules]).

Fundamentals of RL

  • policy - defines the learning agent's way of behaving at a given time.

  • model - the agent's representation of the environment.

  • History - the sequence of observations, actions and rewards.

  • Reward signal - defines the goal of a RL problem.

  • State - a function of history.

  • Information State - contains all the useful informatio from history.

  • State Value - total reward at a particular time.

  • Action Value - the total reward an agent can expect to accumulate if it takes that action.

  • Transitions - predicts the next state.

K-Armed Bandits & maths

  • A policy where we keep exploitation the first state's maximum value.

  • A place where you check everything everytime is called as exploration.

  • the gradient of these two is called as epsilon greedy exploration.

$$ Q_t(a) = \frac{\text{sum of rewards when } a \text{ taken prior to } t}{\text{number of times } a \text{ taken prior to } t} = \frac{\sum_{i=1}^{t-1} R_i \cdot \mathbb{1}_{A_i = a}}{\sum_{i=1}^{t-1} \mathbb{1}_{A_i = a}} $$

$$ Q_{n+1} = \frac{1}{n} \sum_{i=1}^{n} R_i $$

$$ = \frac{1}{n} \left( R_n + \sum_{i=1}^{n-1} R_i \right) $$

$$ = \frac{1}{n} \left( R_n + (n-1) \frac{1}{n-1} \sum_{i=1}^{n-1} R_i \right) $$

$$ = \frac{1}{n} \left( R_n + (n-1) Q_n \right) $$

$$ = \frac{1}{n} \left( R_n + n Q_n - Q_n \right) $$

$$ = Q_n + \frac{1}{n} \left( R_n - Q_n \right) $$

Markov Property

  • The future state is independent of the past and depends only on the present state.

  • it could be said it's a tuple containing a finite set of states and their transition probabilities.

State transition matrix

  • convert each part of the equation into a matrix.

Markov Reward process

  • MRP are basically with values.

  • Gamma is the discount factor, it ranges from 0 to 1.

  • Gamma close to 0 gives a myopic evaluation of state and action.

  • Gamma close to 1 gives a far-sighted evaluation of state and action.

Value function and bellman equation

  • Gives the total expected reward if starting in that state.