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lecture doubts

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0% found this document useful (0 votes)
6 views

lecture doubts

Uploaded by

saranvelu
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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How can a task be identified to be a good candidate for RL?

A task is ideal for Reinforcement Learning if it involves sequential decision-


making, delayed rewards, exploration-exploitation trade-offs, uncertainty, and
dynamic environments. RL excels in scenarios modeled as Markov Decision Processes,
requiring adaptability and learning from experience to optimize long-term outcomes
in complex, partially observable systems.

For Python Programming – firstname_lastname.py


For Descriptive Assignment - Assignment_3_firstname_lastname.pdf (the number you
must mention for the week you are preparing assignment.)

what is gaama here?


In the context of Markov Decision Processes (MDPs) and reinforcement learning,
"gamma" (γ) is the discount factor. It determines how much future rewards are
valued relative to immediate rewards. A higher gamma values future rewards more,
influencing the agent to consider long-term benefits, while a lower gamma
emphasizes short-term gains.

can you please explain the bellman equation with a small real word example
The Bellman equation helps calculate the value of a state based on immediate
rewards and future values. For example, in deciding whether to buy a coffee now or
later, the equation considers the immediate enjoyment (reward) and the future value
of having more money to spend later.

**Action value function (Q-function)** measures the value of taking a specific


action in a given state, \( Q(s, a) \), considering immediate rewards and future
states. **State value function (V-function)** measures the value of being in a
state, \( V(s) \), based on expected rewards from that state onwards.

Explain the Bellman equation in the context of dynamic programming. How does it
form the foundation for both value iteration and policy iteration algorithms in
reinforcement learning?

In dynamic programming, the Bellman equation expresses the value of a state (or
state-action pair) as the sum of immediate rewards plus the discounted value of
future states (or actions). It provides a recursive relationship that forms the
basis for value iteration (updating values to converge to optimal) and policy
iteration (improving policies based on value functions). Both algorithms use this
equation to find the optimal policy by iteratively refining estimates.

A Q-table is a matrix that holds Q-values, representing the expected rewards for
taking specific actions in various states. It helps an agent determine the best
action to take in each state to maximize cumulative rewards, facilitating decision-
making and policy improvement in reinforcement learning.

Learning Rate controls how quickly new information updates old Q-values. For
example, a high learning rate rapidly adjusts Q-values based on new experiences.

Exploration Rate) determines the chance of choosing a random action versus the
best-known one. For instance, a high leads to more exploration of new actions,
while a low focuses on exploiting known strategies.

In reinforcement learning, the policy function (π(s)) defines the strategy that an
agent follows to decide actions in each state. It maps states to actions,
indicating the probability of taking each action given a state.

Before applying a model, follow these steps to analyze the data:


1. Data Collection: Gather relevant data from reliable sources.
2. Data Cleaning: Handle missing values, outliers, and errors.
3. Exploratory Data Analysis (EDA): Understand data distributions, correlations,
and patterns through summary statistics and visualizations.
4. Feature Engineering: Create and select relevant features based on domain
knowledge and data insights.
5. Data Transformation: Normalize or standardize data if necessary.
6. Splitting Data: Divide data into training, validation, and test sets.
7. Preprocessing: Encode categorical variables and handle imbalanced classes if
needed.

**ReLU** and **Leaky ReLU** offer benefits over the sigmoid function by avoiding
issues like vanishing gradients. ReLU provides faster convergence and better
performance by outputting zero for negative values and maintaining linearity for
positive values. Leaky ReLU addresses ReLU’s drawback of dying neurons by allowing
a small gradient for negative inputs.

To update weights in a neural network:


1. Perform forward propagation to compute the output.
2. Calculate the loss between the predicted and actual values.
3. Use backward propagation to compute gradients.
4. Update weights with these gradients and a learning rate.
5. Repeat until convergence.

Deep Neural Networks (DNNs) are more than just multilayer classifiers. While they
can perform classification, they are versatile and can be used for various tasks,
including regression, sequence modeling, and feature extraction. Their depth allows
them to learn complex patterns and representations from data.

**Transfer Learning** involves applying a pre-trained model to a new but related


task, leveraging its learned features. **Fine-Tuning** is the process of further
training this model on the new task with a smaller learning rate to adapt it
specifically.

If there are 10 features and 20 datapoints do we need to provide all 10 features of


one datapoint to each neuron . does it mean that if we have n features and m
datapoints then we should have m neuron in first layer

A greedy function in reinforcement learning refers to a decision-making strategy


where the agent always selects the action that currently seems to offer the highest
immediate reward, based on its learned value estimates. This strategy focuses
purely on exploitation without considering exploration.

For example, in the epsilon-greedy method, the agent selects the greedy action (the
one with the highest estimated reward) with probability 1 - epsilon, while it
explores other actions with probability epsilon

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