Overview
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What is RL?
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Why is RL Better?
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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.
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When there is a delayed feedback (which works very well for RL, since other types of supervised learning can’t)
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traditional RL performs way better in controlled environments than traditional RL.
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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
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policy - defines the learning agent’s way of behaving at a given time.
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model - the agent’s representation of the environment.
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History - the sequence of observations, actions and rewards.
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Reward signal - defines the goal of a RL problem.
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State - a function of history.
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Information State - contains all the useful informatio from history.
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State Value - total reward at a particular time.
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Action Value - the total reward an agent can expect to accumulate if it takes that action.
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Transitions - predicts the next state.
K-Armed Bandits & maths
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A policy where we keep exploitation the first state’s maximum value.
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A place where you check everything everytime is called as exploration.
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the gradient of these two is called as epsilon greedy exploration.
Markov Property
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The future state is independent of the past and depends only on the present state.
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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
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MRP are basically with values.
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Gamma is the discount factor, it ranges from 0 to 1.
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Gamma close to 0 gives a myopic evaluation of state and action.
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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.