Q-Learning Explained - A Reinforcement Learning Technique (2024)

Introduction to Q-learning and Q-tables

What's up, guys? In this post, we'll be introducing the idea of Q-learning, which is a reinforcement learning technique used for learning the optimal policy in a Markov Decision Process. We'll illustrate how this technique works by introducing a game where a reinforcement learning agent tries to maximize points.

Last time, we left off talking about the fact that once we have our optimal Q-function \(q_*\) we can determine the optimal policy by applying a reinforcement learning algorithm to find the action that maximizes \(q_*\) for each state.

Q-learning objective

Q-learning is the first technique we'll discuss that can solve for the optimal policy in an MDP.

The objective of Q-learning is to find a policy that is optimal in the sense that the expected value of the total reward over all successive steps is the maximum achievable. So, in other words, the goal of Q-learning is to find the optimal policy by learning the optimal Q-values for each state-action pair.

Let's now explore how Q-learning works!

Q-learning with value iteration

First, as a quick reminder, remember that the Q-function for a given policy accepts a state and an action and returns the expected return from taking the given action in the given state and following the given policy thereafter.

Also, remember this Bellman optimality equation for \(q_*\) we discussed last time? \begin{eqnarray*} q_{\ast }\left( s,a\right) &=&E\left[ R_{t+1}+\gamma \max_{a^{\prime }}q_{\ast }\left( s^\prime,a^{\prime }\right)\right] \end{eqnarray*} Go take a peak at the explanation we gave previously for this equation if you're a bit rusty on how to interpret this. It will become useful in a moment.

Value iteration

The Q-learning algorithm iteratively updates the Q-values for each state-action pair using the Bellman equation until the Q-function converges to the optimal Q-function, \(q_*\). This approach is called value iteration. To see exactly how this happens, let's set up an example, appropriately called The Lizard Game.

An example: The Lizard Game

The set up

Suppose we have the following environment shown below. The agent in our environment is the lizard. The lizard wants to eat as many crickets as possible in the least amount of time without stumbling across a bird, which will, itself, eat the lizard.

Q-Learning Explained - A Reinforcement Learning Technique (1)

The lizard can move left, right, up, or down in this environment. These are the actions. The states are determined by the individual tiles and where the lizard is on the board at any given time.

If the lizard lands on a tile that has one cricket, the reward is plus one point. Landing on an empty tile is minus one point. A tile with five crickets is plus ten points and will end the episode. A tile with a bird is minus ten points and will also end the episode.

State Reward
One cricket +1
Empty - 1
Five crickets +10 Game over
Bird - 10 Game over

Now, at the start of the game, the lizard has no idea how good any given action is from any given state. It's not aware of anything besides the current state of the environment. In other words, it doesn't know from the start whether navigating left, right, up, or down will result in a positive reward or negative reward.

Therefore, the Q-values for each state-action pair will all be initialized to zero since the lizard knows nothing about the environment at the start. Throughout the game, though, the Q-values will be iteratively updated using value iteration.

Storing Q-values in a Q-table

We'll be making use of a table, called a Q-table, to store the Q-values for each state-action pair. The horizontal axis of the table represents the actions, and the vertical axis represents the states. So, the dimensions of the table are the number of actions by the number of states.

Q-Learning Explained - A Reinforcement Learning Technique (2)

As just mentioned, since the lizard knows nothing about the environment or the expected rewards for any state-action pair, all the Q-values in the table are first initialized to zero. Over time, though, as the lizard plays several episodes of the game, the Q-values produced for the state-action pairs that the lizard experiences will be used to update the Q-values stored in the Q-table.

As the Q-table becomes updated, in later moves and later episodes, the lizard can look in the Q-table and base its next action on the highest Q-value for the current state. This will make more sense once we actually start playing the game and updating the table.

Episodes

Now, we'll set some standard number of episodes that we want the lizard to play. Let's say we want the lizard to play five episodes. It is during these episodes that the learning process will take place.

In each episode, the lizard starts out by choosing an action from the starting state based on the current Q-values in the table. The lizard chooses the action based on which action has the highest Q-value in the Q-table for the current state.

But, wait... That's kind of weird for the first actions in the first episode, right? Because all the Q-values are set zero at the start, so there's no way for the lizard to differentiate between them to discover which one is considered better. So, what action does it start with?

To answer this question, we'll introduce the trade-off between exploration and exploitation. This will help us understand not just how an agent takes its first actions, but how exactly it chooses actions in general.

Exploration vs. exploitation

Exploration is the act of exploring the environment to find out information about it. Exploitation is the act of exploiting the information that is already known about the environment in order to maximize the return.

The goal of an agent is to maximize the expected return, so you might think that we want our agent to use exploitation all the time and not worry about doing any exploration. This strategy, however, isn't quite right.

Think of our game. If our lizard got to the single cricket before it got to the group of five crickets, then only making use of exploitation, going forward the lizard would just learn to exploit the information it knows about the location of the single cricket to get single incremental points infinitely. It would then also be losing single points infinitely just to back out of the tile before it can come back in to get the cricket again.

If the lizard was able to explore the environment, however, it would have the opportunity to find the group of five crickets that would immediately win the game. If the lizard only explored the environment with no exploitation, however, then it would miss out on making use of known information that could help to maximize the return.

Given this, we need a balance of both exploitation and exploration. So how do we implement this?

Wrapping up

To get this balance between exploitation and exploration, we use what is called an epsilon greedy strategy, and that is actually where we'll be picking up in the next post! There, we'll learn all about how an agent, the lizard in our case, chooses to either explore or exploit the environment.

Q-Learning Explained - A Reinforcement Learning Technique (3)

Thanks for contributing to collective intelligence, and I'll see ya in the next one!

Q-Learning Explained - A Reinforcement Learning Technique (2024)

FAQs

Q-Learning Explained - A Reinforcement Learning Technique? ›

Q-learning is a reinforcement learning algorithm that finds an optimal action-selection policy for any finite Markov decision process (MDP). It helps an agent learn to maximize the total reward over time through repeated interactions with the environment, even when the model of that environment is not known.

What is Q-learning in reinforcement learning? ›

Q-learning is therefore a reinforcement learning algorithm that seeks to find the best action to take given the current state. It is considered non-policy because the Q-learning function learns actions that are outside the current policy, such as taking random actions, and therefore a policy is not required.

What is reinforcement learning technique? ›

Reinforcement learning (RL) is a machine learning (ML) technique that trains software to make decisions to achieve the most optimal results. It mimics the trial-and-error learning process that humans use to achieve their goals.

What is the Q value in deep reinforcement learning? ›

Deep Q Learning uses the Q-learning idea and takes it one step further. Instead of using a Q-table, we use a Neural Network that takes a state and approximates the Q-values for each action based on that state.

What is the difference between R learning and Q-learning? ›

Q-learning (Watkins, 1989) is a method for optimizing (cumulated) discounted reward, making far-future rewards less prioritized than near-term rewards. R-learning (Schwarz, 1993) is a method for optimizing average reward, weighing both far-future and near-term reward the same.

What are the disadvantages of Q-learning? ›

One of the main drawbacks of Q-learning is that it becomes infeasible when dealing with large state spaces, as the size of the Q-table grows exponentially with the number of states and actions. In such cases, the algorithm becomes computationally expensive and requires a lot of memory to store the Q-values.

What is Q-learning for recommendations? ›

The Q-learning approach gives an appropriate framework to personalised recommendations, which may be utilised directly for any type of recommendation problem. Each value of reward/action/state is an estimate of how accurate prediction can be.

What is an example of reinforcement learning? ›

One notable reinforcement learning example is its use in improving personalized recommendation systems. Additionally, companies such as Netflix and Amazon have leveraged the successful RL applications to refine their suggestions to users, thus significantly enhancing user experience and satisfaction.

What is reinforcement learning for dummies? ›

Reinforcement learning deals with an agent that interacts with its environment in the setting of sequential decision making. It does this by trying to choose optimal actions (among many possible actions) at each step of the process.

What are the three main types of reinforcement learning? ›

There are three main types of machine reinforcement learning:
  • Value-based reinforcement learning.
  • Policy-based reinforcement learning.
  • Model-based reinforcement learning.
Jul 31, 2023

What is the Q-value method? ›

The q-value of a test measures the proportion of false positives incurred (called the false discovery rate) when that particular test is called significant. qvalue(p, fdr. level = NULL, pfdr = FALSE, lfdr.

What is the difference between Q-learning and deep Q-learning? ›

While regular Q-learning maps each state-action pair to its corresponding value, deep Q-learning uses a neural network to map input states to pairs via a three-step process: Initializing Target and Main neural networks. Choosing an action. Updating network weights using the Bellman Equation.

What are the parameters of Q-learning? ›

Q-learning is the value iteration method that is used to update the value at each time step. The above-mentioned algorithm can be used in the discrete environment spaces. The important hyperparameters are alpha(learning rate), gamma (discount factor), epsilon value.

What is Q-learning simply explained? ›

Q-learning is a model-free, value-based, off-policy algorithm that will find the best series of actions based on the agent's current state. The “Q” stands for quality. Quality represents how valuable the action is in maximizing future rewards.

Is Q-learning same as reinforcement learning? ›

Q-learning is a machine learning approach that enables a model to iteratively learn and improve over time by taking the correct action. Q-learning is a type of reinforcement learning. With reinforcement learning, a machine learning model is trained to mimic the way animals or children learn.

What is the alternative to Q-learning? ›

VA-learning learns off-policy and enjoys similar theoretical guarantees as Q-learning. Thanks to the direct learning of advantage function and value function, VA-learning improves the sample efficiency over Q-learning both in tabular implementations and deep RL agents on Atari-57 games.

What is the difference between Q-learning and value iteration? ›

Value iteration is an iterative algorithm that uses the bellman equation to compute the optimal MDP policy and its value. Q-learning, and its deep-learning substitute, is a model-free RL algorithm that learns the optimal MDP policy using Q-values which estimate the “value” of taking an action at a given state.

What is Q-learning and temporal difference? ›

Temporal Difference Learning in machine learning is a method to learn how to predict a quantity that depends on future values of a given signal. It can also be used to learn both the V-function and the Q-function, whereas Q-learning is a specific TD algorithm that is used to learn the Q-function.

What is the difference between Q-learning and SARSA? ›

The main difference between SARSA and Q-learning is that SARSA is an on-policy learning algorithm, while Q-learning is an off-policy learning algorithm. In reinforcement learning, two different policies are also used for active agents: a behavior policy and a target policy.

What is the difference between Q-learning and double Q learning? ›

In general, double Q-learning tends to be more stable than Q-learning. And delayed Q-learning is more robust against outliers, but can be problematic in environments with larger state/action spaces.

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