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15) EXPLAIN Fitted Q and Deep Q-Learning

Fitted Q-Learning (FQL) is an off-policy reinforcement learning algorithm that updates Q-values using a batch of experiences, while Deep Q-Learning (DQN) utilizes deep neural networks to approximate Q-values, enabling it to handle large state spaces. The Bellman Optimality equation is crucial for finding optimal policies in Markov Decision Processes (MDPs), while Partially Observable Markov Decision Processes (POMDPs) extend MDPs by incorporating partial observability of the environment. The document also contrasts Deep Learning and Reinforcement Learning, highlighting their different objectives, feedback mechanisms, and applications.

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0% found this document useful (0 votes)
18 views17 pages

15) EXPLAIN Fitted Q and Deep Q-Learning

Fitted Q-Learning (FQL) is an off-policy reinforcement learning algorithm that updates Q-values using a batch of experiences, while Deep Q-Learning (DQN) utilizes deep neural networks to approximate Q-values, enabling it to handle large state spaces. The Bellman Optimality equation is crucial for finding optimal policies in Markov Decision Processes (MDPs), while Partially Observable Markov Decision Processes (POMDPs) extend MDPs by incorporating partial observability of the environment. The document also contrasts Deep Learning and Reinforcement Learning, highlighting their different objectives, feedback mechanisms, and applications.

Uploaded by

Piyush Kaithwas
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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15) EXPLAIN Fitted Q and Deep Q-Learning

Fitted Q Learning
Fitted Q-Learning (FQL) is an off-policy reinforcement learning algorithm used for solving problems
where the Q-values are learned iteratively through function approximation. FQL is a batch reinforcement
learning algorithm that uses a supervised learning approach to fit the Q-values.

 Key Idea: Instead of updating the Q-values with each new experience, FQL collects a batch of
experiences (state, action, reward, next state) and updates the Q-function over the entire batch
in one step.

 Process:

1. The Q-values are initialized.

2. A batch of experiences (state, action, reward, next state) is collected from the
environment.

3. A supervised learning algorithm (usually regression) is used to approximate the Q-


function over the batch.

4. The process is repeated until convergence.

 Advantages:

o Allows Q-values to be computed for a large number of states and actions efficiently.

o It works well when the environment is too complex for tabular methods.

 Challenges:

o FQL requires a lot of data and computational resources because it uses batch learning.

o It assumes that the dataset is fixed and does not involve online learning.

Deep Q-Learning
Deep Q-Learning (DQN) is an extension of Q-Learning that uses deep neural networks to approximate
the Q-function, enabling the agent to handle large state spaces, such as those in image-based tasks.

 Key Idea: In traditional Q-learning, Q-values are stored in a table, but in DQN, the Q-function is
approximated using a neural network. This allows the algorithm to generalize well in high-
dimensional spaces, like those found in games (e.g., playing Atari games).

 Components:
1. Q-Network: A neural network that approximates the Q-value function Q(s,a;θ)Q(s, a;
\theta), where θ\theta are the parameters of the network.

2. Experience Replay: The agent stores past experiences in a memory buffer. During
training, it samples a random mini-batch of experiences to break the correlation
between consecutive experiences and stabilize learning.

3. Target Network: A copy of the Q-network that is updated less frequently to stabilize
training. The target network provides the target Q-values for the Bellman update.

 Algorithm:

1. The agent interacts with the environment and stores its experiences in the replay buffer.

2. During training, the agent samples mini-batches of experiences from the buffer and uses
the neural network to predict Q-values.

3. The Bellman equation is used to calculate the target Q-values based on the target
network.

4. The loss is calculated between the predicted Q-values and the target Q-values, and the
weights of the neural network are updated using gradient descent.

 Advantages:

o DQN can handle large and complex state spaces that are impractical for tabular
methods.

o It uses deep learning to approximate Q-values, allowing the agent to generalize better.

 Challenges:

o The training process can be unstable due to the non-stationary nature of the Q-values.

o Hyperparameter tuning is critical for good performance.

 Applications:

o Video game playing (e.g., Atari games, AlphaGo).

o Robotics and autonomous driving.

16) short note:- a. Bellman Optimality b. POMDPs


a. Bellman Optimality
The Bellman Optimality equation is a key concept in dynamic programming and reinforcement learning.
It provides the foundation for finding the optimal policy in Markov Decision Processes (MDPs).

 Equation:

Q∗(s,a)=E[r(s,a)+γmax⁡a′Q∗(s′,a′)]Q^*(s, a) = \mathbb{E}[r(s, a) + \gamma \max_{a'} Q^*(s', a')]

Where:

o Q∗(s,a)Q^*(s, a) is the optimal action-value function.

o r(s,a)r(s, a) is the reward obtained from taking action aa in state ss.

o γ\gamma is the discount factor.

o max⁡a′Q∗(s′,a′)\max_{a'} Q^*(s', a') is the maximum Q-value over all possible actions in
the next state s′s'.

 Explanation: The Bellman Optimality equation describes the relationship between the optimal
Q-value of a state-action pair (s,a)(s, a) and the optimal Q-values of future states. It states that
the optimal Q-value is the immediate reward r(s,a)r(s, a) plus the discounted expected future
rewards, where the agent takes the best possible action in the next state s′s'.

 Importance: The Bellman Optimality equation is central to many reinforcement learning


algorithms (e.g., Q-Learning, Value Iteration) and allows us to compute the optimal policy by
iteratively improving the Q-values or value functions.

b. Partially Observable Markov Decision Processes (POMDPs)


A Partially Observable Markov Decision Process (POMDP) is an extension of the classical Markov
Decision Process (MDP) in which the agent does not have full access to the state of the environment.
Instead, it receives observations that are only partial representations of the true state.

 Components:

1. States: A set of possible states SS, which the environment can be in.

2. Actions: A set of actions AA that the agent can take.

3. Transition Model: A probability distribution P(s′∣s,a)P(s'|s, a) that defines the probability


of transitioning to state s′s' given the current state ss and action aa.

4. Observation Model: A probability distribution P(o∣s)P(o|s) that defines the probability


of observing oo given the true state ss.
5. Rewards: A reward function R(s,a)R(s, a) that gives the immediate reward for taking
action aa in state ss.

6. Belief State: A probability distribution over the possible states, representing the agent’s
belief about the true state.

 Key Characteristics:

o Partial Observability: The agent only has access to an observation, which may not reveal
the full state of the environment.

o Belief Update: The agent must update its belief about the environment's state based on
the observations it receives and the actions it takes.

o Solution Methods: POMDPs are typically solved using techniques like Particle Filters,
Monte Carlo Methods, and Reinforcement Learning (e.g., Deep POMDPs).

 Applications:

o Robotics (where sensors provide noisy and incomplete information about the
environment).

o Autonomous driving (where the vehicle may not have full visibility of the environment).

o Healthcare (where medical data might only provide partial information about a patient's
condition).

13) Difference between Deep learning and Reinforcement Learning.


Difference between Deep Learning and Reinforcement Learning

Although both Deep Learning (DL) and Reinforcement Learning (RL) are subfields of Machine Learning
(ML), they differ in several key aspects, such as their learning paradigms, objectives, applications, and
methodologies.

Here is a detailed comparison between Deep Learning and Reinforcement Learning:

1. Definition

 Deep Learning (DL):

o Deep Learning is a subset of Machine Learning that involves neural networks with
multiple layers (hence the term "deep"). These networks are used to learn from large
amounts of data and solve complex tasks like image recognition, natural language
processing, and speech recognition.

o Deep learning is primarily supervised or unsupervised learning, where the model is


trained on labeled data (in supervised learning) or learns patterns without labels (in
unsupervised learning).

 Reinforcement Learning (RL):

o Reinforcement Learning is a type of machine learning where an agent learns to make


decisions by interacting with an environment. The agent receives rewards or penalties
as feedback based on its actions, and its goal is to maximize the cumulative reward
over time.

o RL is a form of sequential decision-making, where the agent learns from trial and error
by observing the consequences of its actions.

2. Learning Process

 Deep Learning (DL):

o DL models typically learn from large datasets with labeled data for supervised learning
(e.g., classification tasks) or unlabeled data for unsupervised learning (e.g., clustering
tasks).

o The learning process involves training a model (usually a deep neural network) by
adjusting its weights using backpropagation and gradient descent based on a loss
function.

 Reinforcement Learning (RL):

o RL involves an agent that interacts with an environment, where each action taken by
the agent results in a reward or punishment. The agent must explore and exploit the
environment to learn an optimal policy that maximizes the long-term cumulative
reward.

o The learning process is driven by trial and error, with the agent gradually improving its
behavior based on feedback (reward signals) over time.

3. Objective

 Deep Learning (DL):


o The main objective of DL is to learn a mapping from input data to output labels or
representations. In supervised learning, this means learning the optimal function that
maps inputs to correct outputs (e.g., classifying an image). In unsupervised learning,
the goal is to learn patterns or structure from data (e.g., clustering similar data points).

 Reinforcement Learning (RL):

o The primary goal of RL is to learn a policy that maximizes the total cumulative reward
over time. The agent must figure out which actions to take in various states of the
environment to achieve the best long-term outcomes.

4. Type of Feedback

 Deep Learning (DL):

o In supervised learning, feedback is given through labeled data (input-output pairs),


where the model learns the correct output for each input.

o In unsupervised learning, the model tries to identify patterns in data without explicit
feedback, such as clustering similar data points or reducing dimensions.

 Reinforcement Learning (RL):

o In RL, the feedback is delayed and comes in the form of rewards or punishments. The
agent does not know the outcome of an action immediately and must learn through
experience, adjusting its strategy to maximize future rewards.

5. Type of Problem

 Deep Learning (DL):

o Deep learning is often applied to static tasks where a large amount of labeled or
unlabeled data is available. Common tasks include:

 Image classification

 Speech recognition

 Natural language processing

 Anomaly detection

 Reinforcement Learning (RL):


o Reinforcement learning is used in sequential decision-making problems, where an
agent must interact with an environment and make decisions over time. RL is applied
in tasks like:

 Game playing (e.g., AlphaGo, Chess)

 Robotics (e.g., controlling robot arms)

 Autonomous vehicles (e.g., self-driving cars)

 Financial trading (e.g., portfolio optimization)

6. Training Methodology

 Deep Learning (DL):

o Training involves feeding large datasets to a neural network, adjusting weights through
backpropagation and optimization algorithms like gradient descent. The model is
trained on large amounts of data to learn features, patterns, and representations.

 Reinforcement Learning (RL):

o RL uses methods such as Q-learning, policy gradients, and actor-critic algorithms to


train agents. The agent learns from interactions with the environment and adjusts its
policy over time based on rewards or penalties received.

7. Models Used

 Deep Learning (DL):

o The most common models in DL are:

 Convolutional Neural Networks (CNNs) for image processing and recognition.

 Recurrent Neural Networks (RNNs) for sequential data like time series and
text.

 Autoencoders for unsupervised learning tasks such as anomaly detection.

 Generative Adversarial Networks (GANs) for generating new data.

 Reinforcement Learning (RL):

o RL typically uses models like:


 Q-learning (value-based method).

 Deep Q-Networks (DQN) (a combination of RL and deep learning).

 Policy Gradient Methods (directly optimize the policy).

 Actor-Critic Methods (combines value-based and policy-based approaches).

8. Exploration vs. Exploitation

 Deep Learning (DL):

o Since deep learning involves supervised or unsupervised learning, there is no direct


concept of exploration and exploitation. The model is trained on the available dataset
and its performance is evaluated on unseen data (test set).

 Reinforcement Learning (RL):

o In RL, the agent must balance exploration (trying new actions to discover more about
the environment) and exploitation (choosing the best-known action to maximize
rewards). This exploration-exploitation trade-off is crucial in RL algorithms.

9. Examples

 Deep Learning (DL):

o Image Classification: A deep neural network learns to classify images into categories
(e.g., dog, cat).

o Speech Recognition: DL models are used for recognizing spoken words or phrases.

o Text Generation: Recurrent Neural Networks (RNNs) are used to generate text, such as
in language models.

 Reinforcement Learning (RL):

o AlphaGo: An RL agent learns to play the game of Go.

o Autonomous Driving: RL agents learn to drive cars by interacting with their


environment.

o Robotic Control: Robots use RL to learn complex tasks like picking up objects or
assembling parts.
Summary Table

Aspect Deep Learning (DL) Reinforcement Learning (RL)

Type of Learning Supervised/Unsupervised Reinforcement (Trial and error)

Direct feedback (labels for supervised Delayed feedback (rewards or


Feedback
learning) penalties)

Learn representations, classify, or Learn a policy to maximize long-


Objective
cluster data term rewards

Learns from interaction with the


Learning Process Uses datasets for training
environment

Balances exploration with


Exploration/Exploitation Not applicable
exploitation

Image recognition, NLP, speech Game playing, robotics,


Example Tasks
recognition autonomous vehicles

Q-learning, DQN, Policy Gradients,


Common Models CNNs, RNNs, GANs, Autoencoders
Actor-Critic

Conclusion

 Deep Learning is a powerful tool for tasks that involve large datasets and require the model to
learn complex patterns from data.

 Reinforcement Learning is more suited for decision-making tasks where the agent learns by
interacting with the environment and receiving feedback.

Both techniques are highly complementary, and in some cases, they are combined (e.g., Deep Q-
Learning) to solve complex real-world problems.

14) Explain MDPs.


Markov Decision Processes (MDPs)

A Markov Decision Process (MDP) is a mathematical framework used to model decision-making


problems where the outcome is partially random and partially under the control of an agent. It is
widely used in reinforcement learning, where an agent makes decisions by interacting with an
environment.
MDPs are used to represent environments in which an agent makes a sequence of decisions over time
to maximize some notion of cumulative reward. They are called Markov because the decision process
satisfies the Markov Property, which means that the future state of the system depends only on the
current state and action, not on the previous history of states and actions.

Components of an MDP

An MDP is defined by the following components:

1. States (S):

o The set of all possible situations or configurations in which the agent can find itself.
Each state represents a distinct condition or environment configuration. For example,
in a game, each possible position of the game pieces could be a state.

2. Actions (A):

o The set of all possible actions that the agent can take in a given state. Actions are the
decisions the agent makes to transition between states. For example, in a robot
navigation task, actions could be "move forward," "turn left," or "pick up an object."

3. Transition Function (T):

o A probability distribution P(s′∣s,a)P(s'|s, a) that defines the probability of moving to a


new state s′s' given the current state ss and action aa. This is a core element because it
models the dynamics of the environment, i.e., how the environment reacts to the
agent's actions.

4. Reward Function (R):

o A function R(s,a)R(s, a) that gives the immediate reward the agent receives after
performing action aa in state ss. Rewards provide feedback to the agent and are the
basis for learning the optimal behavior.

5. Discount Factor (γ):

o A scalar γ\gamma (between 0 and 1) that represents the importance of future rewards
versus immediate rewards. A higher value of γ\gamma indicates that the agent cares
more about long-term rewards, while a lower value suggests a preference for
immediate rewards. If γ=0\gamma = 0, the agent only cares about immediate rewards;
if γ=1\gamma = 1, the agent considers future rewards as equally important as
immediate rewards.

6. Policy (π):
o A policy π\pi is a strategy that the agent follows to decide which action to take in each
state. A policy can be either deterministic (where the action is chosen in a fixed way)
or stochastic (where actions are chosen based on probabilities).

MDP Formal Definition

An MDP is formally defined as a tuple (S,A,P,R,γ)(S, A, P, R, \gamma), where:

 SS is the set of states,

 AA is the set of actions,

 PP is the transition probability function P(s′∣s,a)P(s'|s, a),

 RR is the reward function R(s,a)R(s, a),

 γ\gamma is the discount factor.

MDP Problem

Given the components of an MDP, the goal is typically to find an optimal policy π∗\pi^* that
maximizes the expected sum of rewards over time. The key challenge is to determine the best actions
to take in each state in order to maximize long-term cumulative rewards.

The objective is to maximize the expected return (or total discounted reward) from a given initial
state, defined as:

Vπ(s)=E[∑t=0∞γtR(st,at)∣s0=s]V^{\pi}(s) = \mathbb{E} \left[ \sum_{t=0}^{\infty} \gamma^t R(s_t, a_t)


| s_0 = s \right]

Where:

 Vπ(s)V^{\pi}(s) is the value function under policy π\pi, representing the expected cumulative
reward starting from state ss.

 sts_t and ata_t represent the state and action at time step tt, respectively.

Bellman Equations for MDPs

The Bellman equation is used to compute the value function for a given policy. For a given state ss, the
Bellman equation for the value function Vπ(s)V^\pi(s) is:
Vπ(s)=Ea∼π[R(s,a)+γ∑s′P(s′∣s,a)Vπ(s′)]V^\pi(s) = \mathbb{E}_{a \sim \pi} \left[ R(s, a) + \gamma
\sum_{s'} P(s'|s, a) V^\pi(s') \right]

This equation says that the value of a state is the expected reward from taking action aa in state ss,
plus the discounted expected value of the next state s′s', which is weighted by the transition
probability.

Similarly, the Bellman equation for the action-value function Qπ(s,a)Q^\pi(s, a) is:

Qπ(s,a)=R(s,a)+γ∑s′P(s′∣s,a)Vπ(s′)Q^\pi(s, a) = R(s, a) + \gamma \sum_{s'} P(s'|s, a) V^\pi(s')

Where Qπ(s,a)Q^\pi(s, a) gives the expected reward starting from state ss, taking action aa, and
following policy π\pi thereafter.

Solving MDPs

MDPs can be solved using various algorithms to find the optimal policy. Common methods include:

1. Value Iteration: Iteratively updates the value function until it converges to the optimal value
function. The optimal policy is then derived from the optimal value function.

2. Policy Iteration: Alternates between evaluating the current policy and improving it. It starts
with an arbitrary policy, evaluates it, and then updates it by choosing the action that
maximizes the value.

3. Q-Learning: A model-free, off-policy reinforcement learning algorithm that directly learns the
optimal action-value function Q∗(s,a)Q^*(s, a) through trial and error without requiring a
model of the environment.

4. Monte Carlo Methods: Use sampling to estimate the value function or the optimal policy by
averaging over multiple episodes of interactions with the environment.

Applications of MDPs

MDPs are applicable in a wide range of problems, including:

 Robotics: Modeling robot decision-making for path planning, object manipulation, and
exploration tasks.

 Game Playing: Games like chess, Go, or video games can be modeled as MDPs where the agent
(player) makes decisions at each step.

 Autonomous Vehicles: Vehicles make decisions based on their current state (location, speed,
traffic conditions) to optimize navigation.
 Healthcare: Personalized treatment planning where decisions are made sequentially (e.g.,
when to administer medication or adjust treatment plans).

 Finance: Portfolio optimization, where the goal is to make decisions about buying, selling, or
holding assets over time to maximize returns.

Summary

In summary, a Markov Decision Process (MDP) is a powerful framework for modeling decision-making
problems where an agent must make a series of decisions in an uncertain environment. The goal is to
determine the best policy that maximizes long-term rewards based on the agent's interactions with
the environment. MDPs are fundamental to reinforcement learning, helping to formalize the process
of learning optimal decision-making policies.

11) Explain DQN Policy gradient.


DQN (Deep Q-Network) and Policy Gradient

DQN (Deep Q-Network) Overview

Deep Q-Network (DQN) is a reinforcement learning algorithm that combines Q-learning with deep
neural networks to approximate the Q-function, which is used to represent the value of taking a
particular action in a given state. DQN has been highly influential in the field of reinforcement
learning, especially for solving complex problems like playing Atari games directly from pixel data.

Q-Learning Recap

In Q-learning, the objective is to find the optimal action-value function Q∗(s,a)Q^*(s, a), which
represents the maximum expected future reward starting from state ss, taking action aa, and following
the optimal policy thereafter. The Q-function is updated using the Bellman equation:

Q(st,at)←Q(st,at)+α[R(st,at)+γmax⁡a′Q(st+1,a′)−Q(st,at)]Q(s_t, a_t) \leftarrow Q(s_t, a_t) + \alpha \left[


R(s_t, a_t) + \gamma \max_{a'} Q(s_{t+1}, a') - Q(s_t, a_t) \right]

where:

 α\alpha is the learning rate,

 γ\gamma is the discount factor,

 R(st,at)R(s_t, a_t) is the reward received after taking action ata_t in state sts_t,

 max⁡a′Q(st+1,a′)\max_{a'} Q(s_{t+1}, a') is the maximum Q-value for the next state.

Deep Q-Network (DQN)


In DQN, a deep neural network is used to approximate the Q-function, as traditional Q-learning is not
feasible for high-dimensional state spaces (e.g., images). The DQN architecture typically consists of a
convolutional neural network (CNN) that takes the state as input (such as an image) and outputs Q-
values for each possible action.

DQN uses several techniques to improve stability and performance:

1. Experience Replay: Stores past experiences (state, action, reward, next state) in a replay buffer
and samples mini-batches randomly to break correlations between consecutive experiences.
This helps reduce the variance of updates and improves learning stability.

2. Target Network: Uses two Q-networks: the online network (which is updated during training)
and the target network (which is used to compute the target value for the Q-learning update).
The target network is periodically updated to match the online network, providing a stable
target for learning.

3. Loss Function: The loss function for DQN is the Mean Squared Error (MSE) between the
predicted Q-values and the target Q-values:

L(θ)=Es,a,r,s′[(Qonline(s,a;θ)−(r+γmax⁡a′Qtarget(s′,a′;θ−)))2]L(\theta) = \mathbb{E}_{s, a, r, s'} \left[


\left( Q_{\text{online}}(s, a; \theta) - \left( r + \gamma \max_{a'} Q_{\text{target}}(s', a'; \theta^-)
\right) \right)^2 \right]

where:

 θ\theta are the parameters of the online network,

 θ−\theta^- are the parameters of the target network.

Policy Gradient Overview

While Q-learning (including DQN) is a value-based method that tries to learn the Q-function, Policy
Gradient methods are policy-based approaches. Policy gradient methods directly parameterize the
policy π(a∣s)\pi(a|s) and optimize it using gradient ascent. In policy gradient, the agent learns a
stochastic policy instead of a deterministic one.

The policy is typically represented by a neural network, and the objective is to maximize the expected
return J(θ)J(\theta), which is the expected cumulative reward under the current policy:

J(θ)=Eπθ[∑t=0TγtR(st,at)]J(\theta) = \mathbb{E}_{\pi_\theta} \left[ \sum_{t=0}^{T} \gamma^t R(s_t,


a_t) \right]

The gradient of the objective with respect to the policy parameters θ\theta is computed using the
REINFORCE algorithm:

∇θJ(θ)=Eπθ[∇θlog⁡πθ(at∣st)⋅Rt]\nabla_\theta J(\theta) = \mathbb{E}_{\pi_\theta} \left[ \nabla_\theta


\log \pi_\theta(a_t | s_t) \cdot R_t \right]
where RtR_t is the return (sum of rewards) from time step tt.

12) Explain Actor-critic Method.


The Actor-Critic Method is a hybrid approach that combines elements of both value-based methods
and policy-based methods. It uses two main components:

1. Actor: The actor is responsible for selecting actions based on the current state. It essentially
represents the policy π(a∣s)\pi(a|s) that dictates the agent's behavior.

2. Critic: The critic evaluates the actions taken by the actor by estimating the value function. It
helps the actor improve its policy by providing feedback on the actions taken.

Key Components of Actor-Critic

 Policy (Actor): The actor outputs the probability distribution over actions given the current
state. It uses a policy π(a∣s)\pi(a|s) to select actions.

 Value Function (Critic): The critic estimates the value function, either the state-value function
V(s)V(s) or the action-value function Q(s,a)Q(s, a). This function evaluates the chosen action
and provides feedback to the actor.

The actor and critic work together to update each other's parameters:

 The actor uses the feedback from the critic to adjust its policy.

 The critic evaluates the actions of the actor by comparing the expected value of the state or
action with the actual reward obtained.

How Actor-Critic Works

1. The agent interacts with the environment by taking actions according to the policy (actor).

2. The critic evaluates the chosen action by computing a value function (either state-value or
action-value).

3. The actor updates the policy based on the feedback from the critic to maximize the expected
return.

4. The critic updates its value estimate to better predict the expected future reward.

Advantage of Actor-Critic

 Actor-Critic methods combine the best aspects of both value-based methods (like Q-learning)
and policy-based methods (like Policy Gradient):
o They avoid the limitations of purely value-based methods, such as the inability to
directly handle continuous action spaces.

o They improve upon pure policy-gradient methods, which can have high variance, by
using the critic's value function to reduce this variance.

Advantage Function

The advantage function A(s,a)A(s, a) is often used in actor-critic algorithms to reduce the variance in
policy updates. It represents the difference between the expected value of the action and the actual
value, helping to guide the actor’s learning more effectively.

A(st,at)=Q(st,at)−V(st)A(s_t, a_t) = Q(s_t, a_t) - V(s_t)

Where:

 Q(st,at)Q(s_t, a_t) is the action-value function,

 V(st)V(s_t) is the value function.

The advantage function indicates whether an action ata_t is better or worse than the average action
(based on the state sts_t).

Summary of DQN, Policy Gradient, and Actor-Critic

 DQN (Deep Q-Network): Uses deep learning to approximate the Q-function and employs Q-
learning with experience replay and target networks. It is a value-based approach that learns
action-value functions to derive optimal policies.

 Policy Gradient: A policy-based method where the agent learns a direct mapping from states
to actions by optimizing the policy using gradient ascent. It avoids the need for Q-value
estimation.

 Actor-Critic: Combines both value-based and policy-based approaches. The actor selects
actions based on the policy, and the critic evaluates the actions by estimating the value
function, providing feedback to the actor for improving the policy.

These methods are foundational in reinforcement learning, with DQN and actor-critic methods being
particularly popular for their stability and performance in complex, high-dimensional environments.

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