Ab policy π ke under expectation lo:
Vπ(s)=Eπ[Rt+γGt+1∣st=s]
Expectation ko action ke upar, phir next state ke upar split karo:
Vπ(s)=a∑π(a∣s)s′∑P(s′∣s,a)[R(s,a)+γVπ(s′)]
Ek MDP ko define karne wale paanch elements kya hain?
States S, Actions A, Transition P(s′∣s,a), Reward R, Discount γ.
Markov property kya hai?
Next state sirf current state aur action pe depend karta hai, purani history pe nahi.
Hum future rewards ko γ<1 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.
Q∗ ke liye Bellman optimality equation batao.
Q∗(s,a)=∑s′P(s′∣s,a)[R(s,a)+γmaxa′Q∗(s′,a′)].
Q-learning update rule likho.
Q(s,a)←Q(s,a)+α[r+γmaxa′Q(s′,a′)−Q(s,a)].
TD error kya hai?
δ=r+γmaxa′Q(s′,a′)−Q(s,a): Bellman target aur current estimate ke beech ka gap.
Q-learning ko "model-free" aur "off-policy" kyun kehte hain?
Model-free: yeh P use karne ki jagah real transitions sample karta hai. Off-policy: max target optimal policy seekhta hai jabki ek alag (ε-greedy) policy se explore karta hai.
Q-learning aur SARSA ke target mein kya difference hai?
Q-learning maxa′Q(s′,a′) use karta hai; SARSA Q(s′,a′) use karta hai actually next liye gaye action ke liye.
Q∗ se optimal policy kaise recover karte hain?
π∗(s)=argmaxaQ∗(s,a).
ε-greedy kya balance karta hai?
Exploration (random actions) vs exploitation (greedy best-known action).
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 Q, aur guess-fix-karna hai Q-learning.