Q - Learning : Computing q(s,a) given transition probabilities

In summary, Q-learning is a simple reinforcement learning algorithm that does not require a transition matrix. It uses an iterative approach to update the estimated value of each action-state pair, known as the q-value. The q-value is updated according to the following formula:q(s_t,a_t) = (1 - α) * q(s_t,a_t) + α * (r_t + γ* max(q(s_t+1,a)))
  • #1
lyd123
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Hi, I'm learning Reinforcement Learning, and computing q values is challenging.

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I'm not sure if the question wants me to follow this formula since I'm not given the learning rate \( \alpha \), and also because Q- Learning doesn't need a transition matrix. I'm really not sure where to begin. Thanks for any help.
 

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  • #2
Q-learning is a reinforcement learning algorithm that does not require a transition matrix. Instead, it uses an iterative approach to update the estimated value of each action-state pair, known as the q-value, using a reward signal. The q-value is updated using the following formula:q(s_t,a_t) = (1 - α) * q(s_t,a_t) + α * (r_t + γ* max(q(s_t+1,a)))In this formula, α is the learning rate, r_t is the reward observed from taking action a_t in state s_t, and γ is the discount factor. The max term takes the maximum q-value from all possible actions from the next state s_t+1. The q-value for each action-state pair is updated according to the information received from the environment, and it is used to decide which action to take in a given state.
 
  • #3
Q-learning is actually quite simple. In its simplest form, it works by updating the q value of a state/action pair according to the following formula: Q(s,a) = Q(s,a) + α[R + γ * maxQ(s’,a’) - Q(s,a)]Where s is the current state, a is the action taken in that state, R is the reward for taking that action in that state, γ is the discount factor, and α is the learning rate. To calculate the q value of a state/action pair, you start with the current q value and add the difference between the expected reward and the current q value multiplied by the learning rate. For example, if the expected reward is 10, the current q value is 5, and the learning rate is 0.5, the new q value would be 7.5 (5 + 0.5*(10 - 5)). Hope this helps!
 

1. What is Q-learning?

Q-learning is a type of reinforcement learning algorithm used in machine learning. It is used to find an optimal action-selection policy for any given environment. It works by learning an action-value function, also known as Q-function, which estimates the future expected reward for taking a particular action in a given state.

2. How does Q-learning work?

Q-learning works by updating the Q-function based on the observed rewards from taking different actions in a given state. The Q-function is initialized randomly and is updated using a formula that takes into account the current estimate, the observed reward, and the maximum expected future reward from the next state.

3. What is the formula for computing q(s,a) in Q-learning?

The formula for computing q(s,a) in Q-learning is:
q(s,a) = (1 - α) * q(s,a) + α * [r + γ * maxa' q(s',a')]

Where α is the learning rate, r is the observed reward, γ is the discount factor, and maxa' q(s',a') is the maximum expected future reward from the next state.

4. What are transition probabilities and why are they important in Q-learning?

Transition probabilities are the probabilities of moving from one state to another when taking a particular action. They are important in Q-learning because they allow the algorithm to update the Q-function based on the expected rewards from different actions in different states. This helps the algorithm learn the optimal action-selection policy for the given environment.

5. What are some applications of Q-learning?

Q-learning has been successfully applied in various fields, including robotics, game AI, and finance. It has been used to develop self-driving cars, control robots, and play games such as chess and Go. It has also been used to optimize portfolio management in finance. Essentially, Q-learning can be applied to any problem that involves making decisions in a particular environment.

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