Q-learning

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Q-learning is a reinforcement learning algorithm that trains an agent to assign values to its possible actions based on its current state, without requiring a model of the environment (model-free). It can handle problems with stochastic transitions and rewards without requiring adaptations. For example, in a grid maze, an agent learns to reach an exit worth 10 points. At a junction, Q-learning might assign a higher value to moving right than left if right gets to the exit faster, improving this choice by trying both directions over time. For any finite Markov decision process, Q-learning finds an optimal policy in the sense of maximizing the expected value of the total reward over any and all successive steps, starting from the current state. Q-learning can identify an optimal action-selection policy for any given finite Markov decision process, given infinite exploration time and a partly random policy. "Q" refers to the function that the algorithm computes: the expected reward—that is, the quality—of an action taken in a given state.

Q-learning is a reinforcement learning algorithm that trains an agent to assign values to its possible actions based on its current state, without requiring a model of the environment (model-free). It can handle problems with stochastic transitions and rewards without requiring adaptations. For example, in a grid maze, an agent learns to reach an exit worth 10 points. At a junction, Q-learning might assign a higher value to moving right than left if right gets to the exit faster, improving this choice by trying both directions over time. For any finite Markov decision process, Q-learning finds an optimal policy in the sense of maximizing the expected value of the total reward over any and all successive steps, starting from the current state. Q-learning can identify an optimal action-selection policy for any given finite Markov decision process, given infinite exploration time and a partly random policy. "Q" refers to the function that the algorithm computes: the expected reward—that is, the quality—of an action taken in a given state. ==Influence of variables== The learning rate or step size determines to what extent newly acquired information overrides old information. A factor of 0 makes the agent learn nothing (exclusively exploiting prior knowledge), while a factor of 1 makes the agent consider only the most recent information (ignoring prior knowledge to explore possibilities). In fully deterministic environments, a learning rate of \alpha_t = 1 is optimal. When the problem is stochastic, the algorithm converges under some technical conditions on the learning rate that require it to decrease to zero. In practice, often a constant learning rate is used, such as \alpha_t = 0.1 for all t . Q-learning was introduced by Chris Watkins in 1989. A convergence proof was presented by Watkins and Peter Dayan in 1992, building on Watkins' doctoral dissertation, Learning from Delayed Rewards. Eight years earlier in 1981, the same problem, under the name of "Delayed reinforcement learning," was solved by Bozinovski's Crossbar Adaptive Array (CAA). The memory matrix W = \|w(a,s)\| was the same as the eight years later Q-table of Q-learning. The architecture introduced the term "state evaluation" in reinforcement learning. The crossbar learning algorithm, written in mathematical pseudocode in the paper, in each iteration performs the following computation: In state perform action ; Receive consequence state ; Compute state evaluation ; Update crossbar value w'(a,s) = w(a,s) + v(s') . The term "secondary reinforcement" is borrowed from animal learning theory, to model state values via backpropagation: the state value of the consequence situation is backpropagated to the previously encountered situations. CAA computes state values vertically and actions horizontally (the "crossbar"). Demonstration graphs showing delayed reinforcement learning contained states (desirable, undesirable, and neutral states), which were computed by the state evaluation function. This learning system was a forerunner of the Q-learning algorithm. In 2014, Google DeepMind patented an application of Q-learning to deep learning, entitled "deep reinforcement learning" or "deep Q-learning," that can play Atari 2600 games at expert human levels. Q^A_{t+1}(s_{t}, a_{t}) = Q^A_{t}(s_{t}, a_{t}) + \alpha_{t}(s_{t}, a_{t}) \left(r_{t} + \gamma Q^B_{t}\left(s_{t+1}, \mathop\operatorname{arg~max}_{a} Q^A_t(s_{t+1}, a)\right) - Q^A_{t}(s_{t}, a_{t})\right) , and Q^B_{t+1}(s_{t}, a_{t}) = Q^B_{t}(s_{t}, a_{t}) + \alpha_{t}(s_{t}, a_{t}) \left(r_{t} + \gamma Q^A_{t}\left(s_{t+1}, \mathop\operatorname{arg~max}_{a} Q^B_t(s_{t+1}, a)\right) - Q^B_{t}(s_{t}, a_{t})\right). Now the estimated value of the discounted future is evaluated using a different policy, which solves the overestimation issue. This algorithm was later modified in 2015 and combined with deep learning, as in the DQN algorithm, resulting in Double DQN, which outperforms the original DQN algorithm. ==Further reading== Strehl, Li, Wiewiora, Langford, Littman (2006). PAC model-free reinforcement learning Reinforcement Learning: An Introduction by Richard Sutton and Andrew S. Barto, an online textbook. See "6.5 Q-Learning: Off-Policy TD Control". Piqle: a Generic Java Platform for Reinforcement Learning , a demonstration of guiding an ant through a maze using Q-learning

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