5.6.17 · HinglishMachine Learning (Aerospace Applications)

Reinforcement learning — MDP, Bellman equation, Q-learning

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5.6.17 · Coding › Machine Learning (Aerospace Applications)


1. The Markov Decision Process (MDP)


2. Policies, Returns, aur Value


3. Bellman Equation Derive Karna (scratch se)

Ab policy ke under expectation lo: Expectation ko action ke upar, phir next state ke upar split karo:

Figure — Reinforcement learning — MDP, Bellman equation, Q-learning

4. Q-learning ( jaane BINA solve karna)


5. Common Mistakes (Steel-manned)


6. Flashcards

Ek MDP ko define karne wale paanch elements kya hain?
States , Actions , Transition , Reward , Discount .
Markov property kya hai?
Next state sirf current state aur action pe depend karta hai, purani history pe nahi.
Hum future rewards ko se discount kyun karte hain?
Infinite-horizon returns ko finite/convergent rakhne ke liye aur near-term rewards ko distant ones se zyada value dene ke liye.
ke liye Bellman optimality equation batao.
.
Q-learning update rule likho.
.
TD error kya hai?
: Bellman target aur current estimate ke beech ka gap.
Q-learning ko "model-free" aur "off-policy" kyun kehte hain?
Model-free: yeh use karne ki jagah real transitions sample karta hai. Off-policy: target optimal policy seekhta hai jabki ek alag (-greedy) policy se explore karta hai.
Q-learning aur SARSA ke target mein kya difference hai?
Q-learning use karta hai; SARSA use karta hai actually next liye gaye action ke liye.
se optimal policy kaise recover karte hain?
.
-greedy kya balance karta hai?
Exploration (random actions) vs exploitation (greedy best-known action).
diya ho, naya kya hoga?
target, , .

Recall Feynman: 12-saal ke bachche ko explain karo

Socho ek video game hai jahan tumhe points turant nahi milte — kabhi kabhi abhi liya achha move 10 moves baad payoff deta hai. Tum ek scorebook rakhte ho jo guess karta hai "agar main is situation mein yeh button press karun, toh total mein kitne points mil sakte hain?" Har baar jab tum khelto ho, tum dekhte ho tum kahan pahunche, wahan se kitne points mil sakte the, aur apna guess thoda zyada correct karte ho. Yeh hazaron baar karo aur tumhara scorebook tumhe har situation mein best button bata dega — chahe kisine tumhe game ke rules kabhi bataye hi nahi. Woh scorebook hai , aur guess-fix-karna hai Q-learning.

Connections

  • Markov Chains — MDP = Markov chain + actions + rewards
  • Dynamic Programming — Bellman equation woh DP recursion hai; value/policy iteration use solve karte hain jab known ho
  • Stochastic Approximation-step Q-update ko justify karta hai
  • Deep Q Networks (DQN) — bade state spaces ke liye table ko neural net se replace karo
  • Optimal Control — Bellman ⟷ Hamilton–Jacobi–Bellman equation aerospace guidance mein
  • Gradient Descent — TD update squared TD error ka (semi-)gradient descent hai

Concept Map

formalized as

assumes

includes

makes convergent

learns

generates

expectation gives

expectation gives

peel first term

recursion for

recursion for

solves

estimates

greedy action yields

Reinforcement Learning

MDP tuple S A P R gamma

Markov property

Discount gamma

Policy pi

Return G_t

State value V

Action value Q

Bellman equation

Q-learning