Machine Learning Mod 5
Machine Learning Mod 5
Module 5
Part A by G Dheeraj
1Q) Consider an example set having attributes Place type, weather, location,
decision, and seven examples. Generate a set of rules that under what condition
is the decision is taken
.
Ans) From the image, we can generate the following set of rules for the decision:
Rule 1: IF the place type is hilly AND the weather is winter AND the location is
Kullu THEN the decision is yes.
Rule 2: IF the place type is mountain AND the weather is windy AND the location
is Mumbai THEN the decision is no.
Rule 3: IF the place type is mountain AND the weather is windy AND the location
is Shimla THEN the decision is yes.
Rule 4: IF the place type is beach AND the weather is windy AND the location is
Mumbai THEN the decision is no.
Rule 5: IF the place type is beach AND the weather is warm AND the location is
Goa THEN the decision is yes.
Rule 6: IF the place type is beach AND the weather is windy AND the location is
Goa THEN the decision is no.
Rule 7: IF the place type is beach AND the weather is warm AND the location is
Shimla THEN the decision is yes.
We can see that the decision is taken based on the following conditions:
Place type: The place type must be either hilly, mountain, or beach.
Weather: The weather must be either winter, windy, or warm.
Location: The location must be either Kullu, Mumbai, Goa, or Shimla.
In addition, there are some specific combinations of place type, weather, and
location that lead to a specific decision. For example, if the place type is beach, the
weather is windy, and the location is Mumbai, then the decision is no.
We can also see that there are some rules that overlap. For example, Rule 5 and
Rule 7 both state that the decision is yes if the place type is beach, the weather is
warm, and the location is either Goa or Shimla. This means that there are multiple
rules that can lead to the same decision.
Overall, these set of rules can be used to predict the decision for any given
combination of place type, weather, and location.
2Q) Explain the necessary steps for implementing an inductive learning
algorithm.
Ans) Implementing an Inductive Learning Algorithm (ILA) involves a series of steps:
1. Divide the table: Divide the table 'T' containing m examples into n sub-tables
(t1, t2,…..tn). Each sub-table corresponds to one possible value of the class
attribute
2. Initialize the attribute combination count: Initialize the attribute combination
count 'j' = 1. This count will be used to divide the attribute list into distinct
combinations
3. Divide the attribute list: For the sub-table on which work is going on, divide the
attribute list into distinct combinations, each combination with 'j' distinct attributes.
4. Count occurrences: For each combination of attributes, count the number of
occurrences of attribute values that appear under the same combination of
attributes in unmarked rows of the sub-table under consideration, and at the same
time, do not appear under the same combination of attributes of other sub-tables.
Call the first combination with the maximum number of occurrences the max-
combination 'MAX'.
5. Increase the count: If 'MAX' == null, increase 'j' by 1 and go back to Step 3.
6. Mark rows as classified: Mark all rows of the sub-table where working, in which
the values of 'MAX' appear, as classified.
7. Add a rule: Add a rule (IF attribute = “XYZ” –> THEN decision is YES/ NO) to
R whose left-hand side will have attribute names of the ‘MAX’ with their values
separated by AND, and its right-hand side contains the decision attribute value
associated with the sub-table.
8. Process another sub-table: If all rows are marked as classified, then move on
to process another sub-table and go back to Step 2. Else, go back to Step 4. If no
sub-tables are available, exit with the set of rules obtained till then.
The ILA is an iterative and inductive machine learning algorithm that is used for
generating a set of classification rules, which produces rules of the form “IF-THEN”,
for a set of examples, producing rules at each iteration and appending to the set of
rules.
3Q) Explain the goal, justification, advantages and pitfalls of pure inductive
learning and pure analytical learning.
3A)**Pure Inductive Learning:**
*Goal:* Pure inductive learning, also known as data-driven learning, aims to extract
patterns and generalizations from observed data without relying on prior
knowledge or domain expertise. The goal is to discover hidden relationships and
rules within the data and use them to make predictions or classifications on new
data.
*Justification:* Inductive learning is particularly useful when dealing with large
amounts of data or when prior knowledge is limited or unreliable. It allows the
model to uncover patterns and connections that may not be readily apparent to
human experts.
*Advantages:*
1. *Flexibility:* Adapts well to diverse data types and patterns.
2. *Adaptability:* Suitable for evolving or dynamic datasets.
3. *Automation:* Requires minimal human intervention in defining rules.
*Pitfalls:*
1. *Overfitting:* Risk of creating rules too specific to the training data, affecting
generalization to new data.
2. *Limited Interpretability:* Generated rules might lack clear explanations.
Combining Inductive and Analytical Learning
In many real-world scenarios, a combination of inductive and analytical learning
can be the most effective approach. Inductive learning can provide valuable
insights from data, while analytical learning can provide a framework for
interpreting and grounding those insights in existing knowledge. By leveraging both
approaches, we can develop more robust, explainable, and adaptable models for
solving complex problems.
4Q) How does setting a Reinforcement Learning problem require an
understanding of the following parameters of the problem? (a) Delayed
reward (b) Exploring unknown or exploiting already learned states and
actions. (c) Number of old states should be considered to decide action
Ans) Setting a Reinforcement Learning (RL) problem requires an understanding of
several parameters, including delayed rewards, exploring unknown or exploiting
already learned states and actions, and the number of old states to consider when
deciding an action.
Delayed Rewards: In RL, the concept of delayed rewards is crucial. The reward
is not always immediate and can be delayed until a certain state is reached or a
certain action is performed. This introduces a temporal dimension to the problem.
Understanding the nature of the delayed rewards is crucial to designing an effective
RL algorithm. For instance, the RUDDER algorithm, a paradigm shift for delayed
rewards and model-free RL, uses reward redistribution to steps in the value
function to speed up learning.
Exploring or Exploiting: In RL, the agent needs to balance exploration and
exploitation. Exploration involves trying out new actions to learn about the
environment, while exploitation involves using the knowledge gained from
exploration to make the best decisions. The balance between exploration and
exploitation is a key parameter in RL algorithms. For example, the epsilon-greedy
strategy is a simple method to balance exploration and exploitation: it chooses a
random action with probability epsilon, and the best known action otherwise.
Number of Old States: The number of old states considered when deciding an
action is also a crucial parameter in RL. It determines how much past information
the agent considers when making a decision. This is particularly important in
environments where the current state depends on the sequence of past states. For
instance, in a game of chess, the best move depends not only on the current board
but also on the sequence of previous moves. Therefore, an RL algorithm for chess
would need to consider the history of past states.
In conclusion, understanding these parameters is crucial for designing and
implementing effective RL algorithms. They allow the agent to make decisions
based on the current state and the history of past states, and to balance the need
for exploration and exploitation.
5Q) How can Q-learning be applied to train an autonomous drone to navigate
a grid world maze, avoid obstacles, and reach a target destination while
optimizing its path and decision-making based on rewards and penalties?
Ans) Q-learning can be applied to train an autonomous drone to navigate a grid
world maze, avoid obstacles, and reach a target destination by optimizing its path
and decision-making based on rewards and penalties. Here's how:
1. State Space: The state space in this case can be represented by the current
position of the drone in the grid world. The state can be defined as a tuple (x, y),
where (x, y) are the coordinates of the drone in the grid.
2. Action Space: The action space can be defined by the possible moves the
drone can make. In a grid world, the possible actions could be moving North, South,
East, or West.
3. Reward Function: The reward function can be designed to encourage the drone
to reach the target and avoid obstacles. A positive reward can be given when the
drone moves closer to the target, and a negative reward can be given when the
drone hits an obstacle. The reward can be further fine-tuned to guide the drone
towards the optimal path.
4. Q-Learning Algorithm: The Q-learning algorithm can be used to train the drone
to navigate the grid world. The algorithm iteratively updates the Q-values (which
represent the expected future rewards for each state-action pair) based on the
rewards received and the maximum Q-value for the next state. The drone selects
the action with the highest Q-value for each state.
5. Exploration vs Exploitation: The drone needs to balance exploration (trying
out new actions) and exploitation (using the knowledge gained from exploration to
make the best decisions). This can be managed by using an epsilon-greedy
strategy, where the drone chooses a random action with a probability of epsilon,
and the action with the highest Q-value otherwise.
6. Memory: A memory can be added to the drone using a Long Short-Term
Memory (LSTM) neural network that allows the drone to remember previous steps
and prevent it from retracing its steps and getting stuck. This can be particularly
useful in complex environments where the drone may need to backtrack.
By using these techniques, the drone can be trained to navigate a grid world maze,
avoid obstacles, and reach a target destination while optimizing its path and
decision-making based on rewards and penalties.
6Q) Explain the working of reinforcement learning by considering the
environment agent with the help of an example of a maze environment that
the agent needs to explore.
Ans) Reinforcement Learning (RL) is a type of machine learning where an agent
learns to make decisions by taking actions in an environment to achieve a goal.
The agent receives rewards or penalties for its actions and aims to maximize the
total reward over time. Here's how it works in the context of a maze environment:
Environment: The environment in this case is the maze. It's the context in which
the agent operates. It could be a virtual environment like a game or a physical
environment.
Agent: The agent is the learner or decision-maker. In the maze example, the agent
could be a drone or a robot. The agent explores the maze and interacts with it.
State: The state of the agent at a specific time can be represented by its current
position in the maze. Each action the agent takes changes its state.
Action: The actions are the moves the agent can make. In the maze, the possible
actions could be moving North, South, East, or West.
Reward: The agent receives a reward after each action. In the maze, a positive
reward could be given when the agent moves closer to the target, and a negative
reward could be given when the agent hits a wall or obstacle. The agent's goal is
to maximize the total reward over time.
Policy: The policy is how the agent behaves at a given time. It defines the mapping
or path between different states or situations and actions, guiding the agent on
what action to take next based on the current state.
Value: The value represents how beneficial a particular state is in the long run. It
helps the agent assess the desirability of different states or actions. The value is
determined based on the potential rewards or penalties associated with a state or
action.
Algorithm: The RL algorithm is used to design the learning agent—i.e., its
decision-making process, how it updates its policy, and how it learns from the
feedback received. For example, the Q-learning algorithm can be used to train the
agent to navigate the maze. The algorithm iteratively updates the Q-values (which
represent the expected future rewards for each state-action pair) based on the
rewards received and the maximum Q-value for the next state.
In summary, reinforcement learning involves an iterative cycle of exploration,
feedback, and improvement. The agent explores the environment, takes actions,
receives feedback in the form of rewards or penalties, and updates its policy based
on the feedback. Over time, the agent learns to make decisions that maximize the
total reward.
7Q) Differntiate between supervised learning, unsupervised learning and
reinforcement learning in machine learning
Ans) Supervised Learning: In supervised learning, a model learns from a labeled
dataset with guidance. It is similar to a student in a class where the teacher
supervises the student's learning process. The model is provided with input data
and the correct output, and it learns to predict the output based on the input. The
model gets trained on a labeled dataset, which means for each dataset given, an
answer or solution to it is provided as well. This helps the model in learning and
hence provides the result of the problem easily. For example, a labeled dataset of
animal images would tell the model whether an image is of a dog, a cat, etc. Using
which, a model gets training, and so, whenever a new image comes up to the
model, it can compare that image with the labeled dataset for predicting the correct
label.
Unsupervised Learning: Unsupervised learning is where the machine is given
training based on unlabeled data without any guidance. In this case, the model is
given a dataset and is expected to find patterns and relationships within the data
on its own. The model learns to identify patterns in the data and make predictions
or decisions based on those patterns. For example, a machine learning model
could be used to group customer data into different segments based on their
purchasing behavior, without any prior knowledge or guidance.
Reinforcement Learning: Reinforcement learning is when a machine or an agent
interacts with its environment, performs actions, and learns by a trial-and-error
method. The agent learns from the consequences of its actions, rather than from
being explicitly taught and it learns to make decisions by interacting with an
environment. The agent takes actions in the environment, receives feedback in the
form of rewards or penalties, and updates its policy based on the feedback. Over
time, the agent learns to make decisions that maximize the total reward.
In summary, the key difference between these three types of learning lies in the
type of data they work with and the way they learn from that data. Supervised
learning uses labeled data and learns from the correct answers, unsupervised
learning uses unlabeled data and learns to identify patterns, and reinforcement
learning learns from the consequences of its actions.
8Q) Explain temporal differnce learning with the equations and TD
parameters.
Ans) Temporal Difference (TD) learning is a method used in reinforcement learning
that allows the agent to learn from the environment by updating its value estimates
based on the difference between the estimated value of the current state and the
estimated value of the next state.
Here's how it works:
1. TD Target: The TD target is a prediction of the future reward. It's calculated as
the sum of the immediate reward and the discounted maximum expected future
reward. The formula for the TD target is:
TD_target = reward + gamma * max(Q(next_state, action))
where reward is the immediate reward, gamma is the discount factor (a number
between 0 and 1 that determines the present value of future rewards), and
max(Q(next_state, action)) is the maximum expected future reward.
2. TD Error: The TD error is the difference between the TD target and the current
estimate of the value of the current state. The formula for the TD error is:
TD_error = TD_target - Q(current_state, action)
where Q(current_state, action) is the current estimate of the value of the current
state.
3. TD Update: The TD update is used to update the estimate of the value of the
current state. The formula for the TD update is:
Q(current_state, action) = Q(current_state, action) + alpha * TD_error
where alpha is the learning rate (a number between 0 and 1 that determines the
rate at which the estimate is updated).
The TD learning algorithm iteratively updates the estimates of the values of the
states until the estimates converge to the true values. The key advantage of TD
learning is that it allows the agent to learn from incomplete information, as it
updates its estimates based on the difference between the current and next states,
rather than waiting for the final outcome.
9Q) Identify the suitable learning method for applications given below and
explain how the learning method is used. i)Videos Surveillance ii)Predictions
while Commuting iii) Industry automation
Ans) i) Video Surveillance: For video surveillance applications, Supervised
Learning is a suitable method. This is because the surveillance system needs to
classify objects in the video frames into different categories (e.g., pedestrian, car,
traffic light, etc.). The system can be trained on a large dataset of labeled video
frames, where each frame is labeled with the objects present in the frame and their
locations. The system can then learn to recognize these objects and their locations
in new, unseen video frames.
ii) Predictions while Commuting: For predicting traffic conditions while
commuting, Reinforcement Learning (RL) is a suitable method. In this case, the RL
agent is the vehicle, and the environment is the road network. The RL agent
interacts with the environment by choosing actions (e.g., accelerating,
decelerating, changing lanes), and receives feedback in the form of rewards (e.g.,
reduction in travel time, avoidance of accidents) or penalties (e.g., increase in
travel time, risk of accidents). The RL agent learns to make decisions that
maximize its rewards over time.
iii) Industry Automation: For industry automation applications, Reinforcement
Learning (RL) is also a suitable method. In this case, the RL agent is the automated
system, and the environment is the production process. The RL agent interacts
with the environment by choosing actions (e.g., adjusting the settings of a machine,
starting or stopping a process), and receives feedback in the form of rewards (e.g.,
reduction in production time, increase in product quality) or penalties (e.g., increase
in production time, decrease in product quality). The RL agent learns to make
decisions that maximize its rewards over time.
10Q) How does Q function become able to learn with and without complete
knowledge of reward function and state transition function.
Ans) The Q function in Q-learning is used to estimate the expected future reward
for each action in each state. It can learn both with and without complete knowledge
of the reward function and state transition function.
With Complete Knowledge: If we have complete knowledge of the reward
function and state transition function, we can use the Bellman equation to update
the Q function. The Bellman equation is a recursive equation that expresses the
value of a state as the sum of the immediate reward and the discounted maximum
expected future reward. The formula for the Bellman equation is:
Q(s, a) = r(s, a) + gamma * max(Q(s', a'))
where r(s, a) is the immediate reward for taking action a in state s, gamma is the
discount factor, and max(Q(s', a')) is the maximum expected future reward for all
actions a' in the next state s'.
Without Complete Knowledge: If we don't have complete knowledge of the
reward function and state transition function, we can use the Temporal Difference
(TD) learning method to update the Q function. The TD learning method is a model-
free method that uses the difference between the estimated value of the current
state and the estimated value of the next state to update the Q function. The
formula for the TD update is:
Q(s, a) = Q(s, a) + alpha * (reward + gamma * max(Q(s', a')) - Q(s, a))
where alpha is the learning rate, reward is the immediate reward, gamma is the
discount factor, and max(Q(s', a')) is the maximum expected future reward for all
actions a' in the next state s'.
In both cases, the Q function is updated iteratively based on the feedback received
from the environment, and the agent learns to make decisions that maximize the
expected future reward.
PART B (Ujjwal automated with script since no-one shared properly)
1. Explain the basic requirements to apply inductive learning algorithm in detail
Inductive learning algorithms are used to learn a model from a set of labeled
data.
The model can then be used to predict the labels of new data. The basic requirements
to apply an inductive learning algorithm are:
A training set: This is a set of data that is labeled with the correct output. The
training set is used to train the model.
A test set: This is a set of data that is not included in the training set. The test
set is used to evaluate the performance of the model.
A hypothesis space: This is the set of possible models that can be learned. The
hypothesis space must be finite, so that the algorithm can be guaranteed to find
a model.
An objective function: This is a function that measures the performance of the
model. The objective function is used to guide the search for the best model.
A search algorithm: This is an algorithm that searches the hypothesis space for
a model that minimizes the objective function. The search algorithm must be
guaranteed to find a model that is at least as good as the best model in the
hypothesis space.
Once a model has been learned, it can be used to predict the labels of new data. The
predicted labels can then be compared to the actual labels to evaluate the
performance of the model.
2. Describe the advantages and limitations of inductive learning algorithm
Advantages of inductive learning algorithms
Generality: Inductive learning algorithms can be used to learn from data of any
size or distribution. This is in contrast to deductive learning algorithms, which
are only able to learn from data that is explicitly programmed.
Efficiency: Inductive learning algorithms can be very efficient, as they do not
require the entire training dataset to be stored in memory. This is in contrast to
supervised learning algorithms, which must store the entire training dataset in
memory in order to make predictions.
Flexibility: Inductive learning algorithms can be used to learn from a variety of
different data types, including structured data, unstructured data, and streaming
data. This is in contrast to unsupervised learning algorithms, which are only
able to learn from structured data.
Limitations of inductive learning algorithms
Bias: Inductive learning algorithms can be biased towards the training data,
which can lead to inaccurate predictions on new data. This is in contrast to non-
parametric learning algorithms, which are not biased towards the training data.
Overfitting: Inductive learning algorithms can overfit to the training data, which
can lead to poor performance on new data. This is in contrast to underfitting,
which occurs when a learning algorithm does not learn enough from the training
data.
Interpretability: Inductive learning algorithms can be difficult to interpret, which
can make it difficult to understand why a particular prediction was made. This
is in contrast to explainable AI, which makes it easier to understand why a
particular prediction was made.
3. Differentiate between inductive learning and deductive learning in machine
learning.
Inductive learning and deductive learning are two different approaches to machine
learning. Inductive learning algorithms build a model from a set of observations, while
deductive learning algorithms use a set of rules to make predictions.
Inductive learning is a type of supervised learning, which means that the model is
trained on a dataset of labeled data. The goal of inductive learning is to learn a model
that can generalize to new data that was not seen during training. Inductive learning
algorithms are often used for tasks such as classification and regression.
Deductive learning is a type of unsupervised learning, which means that the model is
not trained on a dataset of labeled data. The goal of deductive learning is to learn a
model that can represent the underlying structure of the data. Deductive learning
algorithms are often used for tasks such as clustering and dimensionality reduction.
The main difference between inductive learning and deductive learning is the way in
which the models are built. Inductive learning algorithms build a model from a set of
observations, while deductive learning algorithms use a set of rules to make
predictions. In general, inductive learning algorithms are more powerful than deductive
learning algorithms, but they also require more data to train. Deductive learning
algorithms are less powerful than inductive learning algorithms, but they can be used
with less data.
Here is a table summarizing the key differences between inductive learning and
deductive learning:
Aspect Inductive Learning Deductive Learning
Model Find correlations and patterns in Apply logical rules to derive specific
Creation data conclusions
Goal Build a model that can accurately Obtain generalizations from a solved
predict new, unseen data example and its explanation
where:
Q(s, a) is the value of taking action a in state s
α is the learning rate
r is the reward received for taking action a in state s
γ is the discount factor
s' is the next state after taking action a in state s
a' is the action taken in state s'
Q-learning can be used to solve a variety of reinforcement learning problems. For
example, consider the following problem: an agent is trying to find the shortest path
from one point to another in a maze. The agent can move up, down, left, or right at
each step. The agent receives a reward of +1 for reaching the goal and a reward of -
1 for taking each step. The agent can learn to solve this problem by interacting with
the maze and updating its Q-table. Over time, the agent will learn the optimal policy
for finding the shortest path to the goal.
13. Explain the Markov Decision Process to formalize the reinforcement learning
problems.
A Markov decision process (MDP) is a mathematical model of sequential decision-
making under uncertainty. It is used in reinforcement learning to formalize the problem
of learning how to act in an environment in order to maximize a long-term reward.
An MDP is defined by a set of states S, a set of actions A, a transition function T that
gives the probability of transitioning from state s to state s' given action a, a reward
function R that gives the reward received for transitioning from state s to state s' given
action a, and a discount factor γ that represents the importance of future rewards.
The goal of reinforcement learning is to find a policy π that maps states to actions such
that the expected return is maximized. The return is the sum of all future rewards,
discounted by the discount factor γ.
MDPs are a powerful tool for modeling reinforcement learning problems. They can be
used to model a wide variety of problems, including robotics, game playing, and
natural language processing.
14. Explain Q function and algorithm for Q learning, how does it relate to
dynamic programming?
Q function is a function that estimates the expected return of taking a particular action
in a particular state. It is used in reinforcement learning to find the optimal policy, which
is the sequence of actions that maximizes the expected return.
Q learning is an iterative algorithm that updates the Q function by repeatedly
interacting with the environment and taking actions that maximize the expected return.
The algorithm starts with a random Q function and iteratively updates it until it
converges to the optimal Q function.
Q learning is related to dynamic programming in that both algorithms use a value
function to find the optimal policy. However, Q learning is a model-free algorithm,
which means that it does not require a model of the environment. In contrast, dynamic
programming is a model-based algorithm, which requires a model of the environment
in order to find the optimal policy.
Q learning is often used in applications where it is difficult or impossible to build a
model of the environment. For example, Q learning has been used to train robots to
perform tasks such as playing Atari games and navigating through a maze.
15. Explain how an agent can take action to move from one state to other state
with the help of rewards.
An agent can take an action to move from one state to another state with the help of
rewards by following a policy. A policy is a function that maps states to actions. The
agent chooses an action according to the policy, and then receives a reward for that
action. The agent updates its policy based on the reward it received, and then repeats
this process until it reaches a goal state.
For example, imagine an agent that is trying to navigate a maze. The agent can be in
any one of the many states in the maze, and it can take any one of the four actions:
up, down, left, or right. The agent's goal is to reach the exit of the maze. The agent
can learn a policy that maps states to actions by exploring the maze and receiving
rewards for taking different actions. For example, the agent might learn that it receives
a reward for moving towards the exit, and a punishment for moving away from the exit.
The agent can then use this policy to navigate the maze and reach the exit.
16. Explain Convergence of Q learning for deterministic Markov decision
process theorem with proof.
Theorem: In a deterministic Markov decision process, Q-learning converges to the
optimal Q-function.
The convergence of Q-learning for deterministic Markov decision processes (MDPs)
can be explained using the following theorem:
Theorem: Given a finite MDP (X, A, P, r), the Q-learning algorithm, with the update
rule:
In simple terms, this theorem states that if the learning rate, αtαt, satisfies the given
conditions, the Q-learning algorithm will converge to the optimal Q-function. The first
condition ensures that the algorithm learns from all state-action pairs, while the second
condition prevents the learning rate from growing too large, which could lead to
instability.
17. Explain how the reinforcement learning problem differs from other function
approximations.
In reinforcement learning, an agent learns how to act in an environment by interacting
with it and receiving feedback (rewards and punishments). The goal of the agent is to
maximize its total reward over time.
Function approximation is a technique used in machine learning to approximate a
function from a set of data. In reinforcement learning, function approximation is used
to represent the value function, which is a function that maps states to values. The
value function represents the expected return of an action taken in a given state.
The reinforcement learning problem differs from other function approximations in
several ways:
1. Scalability: In reinforcement learning, state and action spaces can be large or
even infinite, making it impossible to represent all possible states and actions
in a tabular form. Function approximation techniques, such as neural
networks, decision trees, and nearest neighbors, are used to generalize from
seen states to unseen states and save space.
2. Non-stationary: The value function in reinforcement learning is not
stationary, as the agent's actions can change the subsequent data it receives.
This means that the target of learning is moving, and the function
approximation must be able to adapt to these changes.
3. Experience: In reinforcement learning, the experience is not independent and
identically distributed (i.i.d.). The agent's actions affect the subsequent data it
receives, which can lead to a distribution mismatch phenomenon. This makes
the analysis and choice of function approximators more challenging.
4. Semi-gradient methods: Due to the moving target problem in reinforcement
learning, semi-gradient methods are used to adjust the parameters based on
a part of the error, making them more stable in the face of this issue.
18. Explain about Q learning in a non-deterministic environment.
Q-learning is a model-free reinforcement learning algorithm that can be applied to both
deterministic and non-deterministic environments. In non-deterministic environments,
the reward and transition functions are probabilistic, meaning that the reward and next
state are not fixed and can vary depending on the action taken by the agent. To handle
non-deterministic environments, Q-learning can be modified by taking the expected
value of the reward and state transitions. This is done by considering the probability
distribution of the rewards and state transitions, rather than treating them as
deterministic values. In summary, Q-learning can be applied to non-deterministic
environments by:
1. Modifying the reward and transition functions to account for probabilistic
outcomes.
2. Taking the expected value of the rewards and state transitions.
This approach allows the agent to learn the optimal policy in non-deterministic
environments, maximizing the expected value of the total reward starting from the
current state.
19. Explain the behavior of an agent in a Markov decision process (MDP).
In a Markov decision process (MDP), an agent makes decisions in an environment
that is partially observable and stochastic. The agent's goal is to maximize its expected
cumulative reward over time. To do this, the agent must learn a policy, which is a
mapping from states to actions. The policy is learned by interacting with the
environment and updating the agent's beliefs about the state of the environment and
the rewards it receives.
The agent's behavior in an MDP can be described by the following steps:
The agent observes the current state of the environment.
The agent uses its policy to select an action.
The agent performs the action and receives a reward.
The agent updates its beliefs about the state of the environment and the
rewards it receives.
The agent repeats steps 1-4 until it reaches a terminal state.
20. Describe Bellman equation and how it is related to reinforcement learning.
TThe Bellman equation is a fundamental concept in reinforcement learning, as it
decomposes the value function into two parts: the immediate reward and the
discounted future value. It is a recursive equation that simplifies the calculation of state
values or state-action values. In the context of reinforcement learning, the Bellman
equation is used to determine the optimal policy and value function for an agent
interacting with its environment. Key aspects of the Bellman equation include:
Immediate reward: The reward obtained from the current action.
Discounted future value: The expected future reward, discounted by a factor
(gamma) to emphasize the importance of short-term rewards.
The Bellman equation can be written as:
Where:
V(s)V(s) is the value function for state ss
R(s,a)R(s,a) is the immediate reward for taking action aa in state ss
γγ is the discount factor
V(s′)V(s′) is the value function for the next state s′s′
The Bellman equation is related to reinforcement learning because it helps in
calculating the value functions for different states and actions, which in turn helps the
agent to make optimal decisions and maximize its return.