Reinforcement learning is a machine learning paradigm where agents learn to make sequential decisions by interacting with environments, receiving feedback through rewards and penalties. Unlike supervised learning, RL agents discover optimal behaviors through trial-and-error exploration rather than labeled examples, making it ideal for autonomous decision-making in robotics, game playing, resource optimization, and increasingly for aligning large language models with human preferences. The field balances a fundamental tension: agents must exploit known rewarding actions while simultaneously exploring new possibilities to discover better strategies β a tradeoff that defines every RL algorithm's character and effectiveness.
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This topic spans 28 focused tables and 199 indexed concepts, 141 flashcards. Below is a complete table-by-table outline of this topic, spanning foundational concepts through advanced details.
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Table 1: Core MDP Foundations
Every RL problem is ultimately a Markov Decision Process β the vocabulary of states, actions, rewards, policies, and the discount factor that turns "act well over time" into something math can optimize. Get comfortable with these symbols first; nearly every algorithm later in this sheet is just a different way of estimating or improving the pieces defined here.
| Concept | Example | Description | |
|---|---|---|---|
$(S, A, P, R, \gamma)$ | β’ Formal framework defining states, actions, transition probabilities, rewards, and discount factor β’ assumes future depends only on current state (Markov property), not history. | ||
position = [3, 4]health = 85 | β’ Current situation of the environment the agent observes β’ can be fully observable or partially observable (POMDP). | ||
move_leftaccelerate(2.5) | β’ Choice the agent makes in a given state β’ can be discrete (finite set) or continuous (real-valued vector). | ||
+100 (goal reached)-1 (time penalty) | β’ Scalar feedback signal from environment indicating immediate desirability of a state-action β’ agent's objective is to maximize cumulative reward. | ||
$\pi(\text{left} \mid s) = 0.7$ | β’ Mapping from states to actions β’ can be deterministic $a = \pi(s)$ or stochastic $a \sim \pi(\cdot \mid s)$ β’ what the agent learns. | ||
$G_t = r_t + 0.99r_{t+1} + 0.99^2 r_{t+2} + \ldots$ | β’ Cumulative discounted reward from time $t$: $G_t = \sum_{k=0}^{\infty} \gamma^k r_{t+k+1}$ β’ what the agent seeks to maximize. | ||
$\gamma = 0.99$ | β’ Weight on future rewards in $[0,1]$ β’ $\gamma=0$ = myopic, $\gamma \to 1$ = farsighted β’ trades off present versus future value. | ||
$P(s_2 \mid s_1, \text{move}) = 0.9$ | β’ Probability of reaching next state $s'$ given state $s$ and action $a$ β’ defines environment dynamics (often unknown to agent). | ||
Game: start β terminal state | β’ Complete sequence of states, actions, and rewards ending in terminal state β’ episodic tasks have clear endpoints, continuing tasks run indefinitely. | ||
$(s_0, a_0, r_1, s_1, a_1, r_2, \ldots)$ | β’ Sequence of states, actions, and rewards experienced by agent β’ single sample of interaction with environment. |