Brainstorming Session – Reinforcement Learning
1.What is a Q-Table?
A Q-table is just a big table (like a spreadsheet) that helps the agent remember:
“If I’m in this situation (state), and I do this action, how good is that?”
It tells the agent how much reward it can expect if it takes a certain action in a certain state.
Think of it like a cheat sheet:
State | Action | Q-Value (Expected Reward) |
---|---|---|
At position 0 | move right | 0.6 |
At position 0 | move left | -0.3 |
At position 1 | move right | 0.9 |
At position 1 | move left | -0.2 |
… | … | … |
The higher the Q-value, the better the action is in that state.
In Code Terms
It’s usually written as a dictionary like this in Python:
q_table = { state1: {action1: value1, action2: value2}, state2: {action1: value1, action2: value2}, }
Each state is a key, and the value is another dictionary with actions and their Q-values.
2. How is the Q-table updated?
Every time the agent takes an action, it updates the Q-table using this formula:
Q(state, action) = Q(state, action) + learning_rate * (reward + discount * max(Q(next_state)) - Q(state, action))
Let’s break that down:
Term | Meaning |
---|---|
Q(state, action) | Current guess of how good this action is in this state |
reward | What we actually got |
max(Q(next_state)) | What we expect to get from the best next move |
learning_rate | How much we want to adjust the guess |
discount | How much future rewards matter compared to now |
So over time, the Q-values get smarter and closer to the truth.
3. Real Life Analogy
Let’s say we’re learning which vending machine buttons give snacks:
- State = our current hunger level
- Action = pressing a button
- Reward = tasty snack or nothing
- Q-table = our memory of which button gave which snack when we were hungry.
We keep updating your “Q-table” in our brain based on which actions gave us the best results.
4. A small,real example line by line of how a Q-table is updated in a reinforcement learning setting.
Simple Game Setup
We’ll keep it very small:
- Positions: [0, 1, 2]
- Goal: reach position 2
- Actions: ‘left’ or ‘right’
- Rewards:
- +1 if the agent reaches position 2
- -0.1 for any other move
Initial Q-Table
q_table = {
0: {‘left’: 0.0, ‘right’: 0.0},
1: {‘left’: 0.0, ‘right’: 0.0},
2: {‘left’: 0.0, ‘right’: 0.0},
}
Each position (state) has two possible actions, and we start by assuming they’re all equally good (0.0).
Reinforcement Learning – Summary