Level 1 — RecognitionReinforcement Learning Foundations

Reinforcement Learning Foundations

20 minutes30 marksprintable — key stays hidden on paper

Difficulty Level: 1 — Recognition (MCQ, Matching, True/False with justification) Time Limit: 20 minutes Total Marks: 30


Section A — Multiple Choice (1 mark each, 10 marks)

Choose the single best answer.

Q1. In the RL loop, what does the environment return to the agent after an action?

  • (a) Only a reward
  • (b) A next state and a reward
  • (c) A policy
  • (d) A value function

Q2. The Markov property states that the next state depends on:

  • (a) The entire history of states and actions
  • (b) Only the current state and action
  • (c) Only the reward
  • (d) The discount factor

Q3. A policy π(as)\pi(a\mid s) is best described as:

  • (a) A mapping from states to expected returns
  • (b) A mapping from states to actions (or a distribution over actions)
  • (c) The immediate reward for an action
  • (d) The transition probability function

Q4. The state-value function Vπ(s)V^\pi(s) represents:

  • (a) The immediate reward at state ss
  • (b) The expected return starting from ss and following π\pi
  • (c) The best possible action at ss
  • (d) The probability of reaching ss

Q5. The discount factor γ\gamma typically satisfies:

  • (a) γ>1\gamma > 1
  • (b) γ<0\gamma < 0
  • (c) 0γ10 \le \gamma \le 1
  • (d) γ=2\gamma = 2

Q6. Which update rule is off-policy?

  • (a) SARSA
  • (b) Q-learning
  • (c) Monte Carlo on-policy control
  • (d) Policy evaluation

Q7. In ϵ\epsilon-greedy with ϵ=0.1\epsilon = 0.1 and 4 possible actions, the probability of choosing the current greedy action is:

  • (a) 0.100.10
  • (b) 0.900.90
  • (c) 0.9250.925
  • (d) 1.001.00

Q8. Monte Carlo methods update value estimates:

  • (a) After every single time step
  • (b) Only after a complete episode terminates
  • (c) Using the transition model PP
  • (d) Without any returns

Q9. The TD(0) target for updating V(st)V(s_t) is:

  • (a) rt+1r_{t+1}
  • (b) GtG_t (full return)
  • (c) rt+1+γV(st+1)r_{t+1} + \gamma V(s_{t+1})
  • (d) V(st)V(s_t)

Q10. Policy iteration alternates between:

  • (a) Exploration and exploitation
  • (b) Policy evaluation and policy improvement
  • (c) Sampling and bootstrapping
  • (d) Reward and penalty

Section B — Matching (1 mark each, 8 marks)

Q11–Q18. Match each term in Column X with the correct description in Column Y. Write the pairs (e.g., 11 → C).

Column X Column Y
Q11. Agent A. Long-term accumulated (discounted) reward
Q12. Return GtG_t B. Expected return for a state–action pair
Q13. Bellman equation C. The learner/decision-maker
Q14. Action-value Qπ(s,a)Q^\pi(s,a) D. Recursive relation for value functions
Q15. Exploration E. Choosing the currently best-known action
Q16. Exploitation F. Trying new actions to gather information
Q17. SARSA G. On-policy TD control algorithm
Q18. Value iteration H. DP using Bellman optimality with one sweep of improvement

Section C — True/False with Justification (2 marks each: 1 for T/F, 1 for reason, 12 marks)

Q19. A larger discount factor γ\gamma makes the agent more short-sighted (values immediate rewards more). (True/False + justify)

Q20. Q-learning learns the value of the policy it is currently following. (True/False + justify)

Q21. Dynamic programming methods require a known model of the environment (transition probabilities and rewards). (True/False + justify)

Q22. In an MDP, the reward can depend on the state, action, and next state. (True/False + justify)

Q23. Temporal Difference learning cannot begin updating until an episode finishes. (True/False + justify)

Q24. An ϵ\epsilon-greedy policy with ϵ=0\epsilon = 0 never explores. (True/False + justify)


Answer keyMark scheme & solutions

Section A — MCQ (1 mark each)

Q Ans Why
Q1 (b) The environment emits the next state st+1s_{t+1} and scalar reward rt+1r_{t+1} in response to ata_t.
Q2 (b) Markov property: future depends only on current state (and action), not full history.
Q3 (b) A policy maps states to actions or a probability distribution over actions.
Q4 (b) Vπ(s)=Eπ[Gtst=s]V^\pi(s)=\mathbb{E}_\pi[G_t\mid s_t=s] — expected return under π\pi.
Q5 (c) Discount factor is bounded in [0,1][0,1] to keep returns finite and well-defined.
Q6 (b) Q-learning uses maxaQ(s,a)\max_a Q(s',a) (greedy/target policy) while behaving differently → off-policy.
Q7 (c) Greedy prob $= (1-\epsilon) + \epsilon/
Q8 (b) MC uses complete-episode returns GtG_t, so it needs episode termination.
Q9 (c) TD(0) target bootstraps: rt+1+γV(st+1)r_{t+1}+\gamma V(s_{t+1}).
Q10 (b) Policy iteration = evaluate current policy, then improve greedily; repeat.

Section A total: 10 marks


Section B — Matching (1 mark each)

Q Match Why
Q11 C Agent = the decision-maker/learner.
Q12 A Return = discounted sum of future rewards.
Q13 D Bellman equation = recursive relation for value functions.
Q14 B Qπ(s,a)Q^\pi(s,a) = expected return for a state–action pair.
Q15 F Exploration = trying new actions for information.
Q16 E Exploitation = choosing the best-known action.
Q17 G SARSA = on-policy TD control.
Q18 H Value iteration uses Bellman optimality with combined evaluation/improvement sweep.

Section B total: 8 marks


Section C — True/False with Justification (2 marks each)

Q19. FALSE. (1) A larger γ\gamma (closer to 1) makes the agent more far-sighted, weighting future rewards heavily; a small γ\gamma makes it short-sighted. (1 for reason)

Q20. FALSE. (1) Q-learning is off-policy: it learns the optimal action-value function using maxaQ(s,a)\max_a Q(s',a) regardless of the behavior (e.g., ϵ\epsilon-greedy) policy actually followed. (1)

Q21. TRUE. (1) DP (value/policy iteration) needs the full model — transition probabilities P(ss,a)P(s'\mid s,a) and reward function — to compute Bellman backups. (1)

Q22. TRUE. (1) The general reward form is r(s,a,s)r(s,a,s'); rewards may depend on current state, action, and resulting next state. (1)

Q23. FALSE. (1) TD learning updates online, at each step, using bootstrapped estimate rt+1+γV(st+1)r_{t+1}+\gamma V(s_{t+1}); it does not wait for the episode to end (that is Monte Carlo). (1)

Q24. TRUE. (1) With ϵ=0\epsilon=0, the policy is fully greedy — it always exploits and never selects a random exploratory action. (1)

Section C total: 12 marks Grand total: 30 marks

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  {"claim":"Q7: greedy action probability = 0.925 for eps=0.1, 4 actions","code":"eps=Rational(1,10); A=4; p=(1-eps)+eps/A; result=(p==Rational(37,40)) and (float(p)==0.925)"},
  {"claim":"Q7: each non-greedy action prob = eps/A = 0.025, and total sums to 1","code":"eps=Rational(1,10); A=4; greedy=(1-eps)+eps/A; other=eps/A; total=greedy+(A-1)*other; result=(other==Rational(1,40)) and (total==1)"},
  {"claim":"Discount bound: for gamma in [0,1), sum of gamma**t of constant reward 1 converges to 1/(1-gamma)","code":"g=symbols('g'); t=symbols('t'); S=summation(g**t,(t,0,oo)); val=S.rewrite(Piecewise); result=(simplify(S.subs(g,Rational(1,2)))==2)"},
  {"claim":"TD target with r=1, gamma=0.9, V(s')=10 equals 10","code":"r=1; gamma=Rational(9,10); Vnext=10; target=r+gamma*Vnext; result=(target==10)"}
]