Review
Review of Key Concepts
Section titled “Review of Key Concepts”Core Reinforcement Learning Components
Section titled “Core Reinforcement Learning Components”Universal Framework Elements
Section titled “Universal Framework Elements”The reinforcement learning formalism consists of:
- States: Possible situations or positions
- Actions: Available choices from each state
- Rewards: Feedback indicating performance quality
- Discount Factor: Weight for future vs immediate rewards
- Return: Discounted sum of rewards over time
- Policy: Function mapping states to optimal actions
Mars Rover Example Review
Section titled “Mars Rover Example Review”Specific Implementation
Section titled “Specific Implementation”- States: Six numbered positions (1-6)
- Actions: Go left or go right
- Rewards:
- State 1: 100 (leftmost)
- State 6: 40 (rightmost)
- States 2-5: 0 (intermediate)
- Discount Factor: 0.5 (for illustration)
- Return Formula: R₁ + γR₂ + γ²R₃ + γ³R₄ + …
- Policy: Different strategies for mapping states to actions
Applications to Other Domains
Section titled “Applications to Other Domains”Autonomous Helicopter
Section titled “Autonomous Helicopter”- State: “Set of possible positions and orientations and speeds and so on of the helicopter”
- Actions: “Set of possible ways to move the controls stick of a helicopter”
- Rewards:
- +1 if flying well
- -1,000 if crashes or “doesn’t fall really bad”
- Discount Factor: “Number slightly less than one maybe say, 0.99”
- Policy Goal: “Given as input, the position of the helicopter s, it tells you what action to take. That is, tells you how to move the control sticks”
Chess Playing
Section titled “Chess Playing”- State: “Position of all the pieces on the board” (simplified - “there’s little bit more information than just the position of the pieces is important for chess”)
- Actions: “Possible legal moves in the game”
- Rewards:
- +1 if wins game
- -1 if loses game
- 0 if ties game
- Discount Factor: “Very close to one will be used, so maybe 0.99 or even 0.995 or 0.999”
- Policy Goal: “Given a board position to pick a good action using a policy π”
Markov Decision Process (MDP)
Section titled “Markov Decision Process (MDP)”Formal Name
Section titled “Formal Name”“This formalism of a reinforcement learning application actually has a name. It’s called a Markov decision process, and I know that sounds like a big technical complicated term.”
Key Point: “If you ever hear this term Markov decision process or MDP for short, that’s just the formalism that we’ve been talking about in the last few videos.”
Markov Property
Section titled “Markov Property”“The term Markov in the MDP or Markov decision process refers to that the future only depends on the current state and not on anything that might have occurred prior to getting to the current state.”
Simplified: “In a Markov decision process, the future depends only on where you are now, not on how you got here.”
Agent-Environment Interaction
Section titled “Agent-Environment Interaction”Conceptual Model
Section titled “Conceptual Model”The MDP formalism represents:
- Agent: Robot or other entity we wish to control
- Environment: World that responds to actions
- Interaction Cycle:
- Agent chooses action (a) using policy (π)
- Environment responds with new state and reward
- Agent observes new state (s) and reward (r)
- Process repeats
The Markov Decision Process provides the mathematical foundation for all reinforcement learning algorithms, offering a standardized way to represent decision-making problems where an agent must learn optimal behavior through interaction with an environment.