This course is about Reinforcement Learning. The first step is to talk about the mathematic. This course is about Reinforcement Learning. The first step is to talk about the mathematical background: we can use a Markov Decision Process as a model for reinforcement learning. We can solve the problem 3 ways: value-iteration, policy-iteration and Q-learning.
Reinforcement learning is one of the three main types of learning techniques in ML. They are supervised, unsupervised and reinforcement learnings. For this article, we are going to look at reinforcement learning. Unlike supervised and unsupervised learnings, reinforcement learning has a feedback type of algorithm. In other words, for every result obtained the algorithm gives feedback to the model under training. So, in this article, we will look at everything related to reinforcement learning and we might as well see some coding examples for better knowledge. Reinforcement Learning is a type of learning methodology in ML along with supervised and unsupervised learning.
Abstract-- We propose a hybrid approach aimed at improving thesample efficiency in goal-directed reinforcement learning. We do this via a two-step mechanism where firstly, we approximate a model from Model-Free reinforcement learning. Then, we leverage this approximate model along with a notion of reachability using Mean First Passage Times to perform Model-Based reinforcement learning. Built on such a novel observation, we design two new algorithms - Mean First Passage Time based Q-Learning (MFPT-Q) and Mean First Passage Time based DYNA (MFPT-DYNA), that have been fundamentally modified from the state-of-the-art reinforcement learning techniques. Preliminary results have shown that our hybrid approaches converge with much fewer iterations than their corresponding state-of-the-art counterparts and therefore requiring much fewer samples and much fewer training trials to converge. I. INTRODUCTION Reinforcement Learning (RL) has been successfully applied to numerous challenging problems for autonomous agents to behave intelligently in unstructured real-world environment. One interesting area of research in RL which motivates this work is goal-directed reinforcement learning problem (GDRLP)  . In GDRLP, the learning process takes place in two stages.
The curse of dimensionality is a widely known issue in reinforcement learning (RL). In the tabular setting where the state space S and the action space A are both finite, to obtain a nearly optimal policy with sampling access to a generative model, the minimax-optimal sample complexity scales linearly with |S| |A|, which can be prohibitively large when S or A is large. This paper considers a Markov decision process (MDP) that admits a set of state-action features, which can linearly express (or approximate) its probability transition kernel. We show that a model-based approach (resp. Q-learning) provably learns an ε-optimal policy (resp.