Reinforcement Learning Foundations
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 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 represents:
- (a) The immediate reward at state
- (b) The expected return starting from and following
- (c) The best possible action at
- (d) The probability of reaching
Q5. The discount factor typically satisfies:
- (a)
- (b)
- (c)
- (d)
Q6. Which update rule is off-policy?
- (a) SARSA
- (b) Q-learning
- (c) Monte Carlo on-policy control
- (d) Policy evaluation
Q7. In -greedy with and 4 possible actions, the probability of choosing the current greedy action is:
- (a)
- (b)
- (c)
- (d)
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
- (d) Without any returns
Q9. The TD(0) target for updating is:
- (a)
- (b) (full return)
- (c)
- (d)
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 | B. Expected return for a state–action pair |
| Q13. Bellman equation | C. The learner/decision-maker |
| Q14. Action-value | 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 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 -greedy policy with 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 and scalar reward in response to . |
| 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) | — expected return under . |
| Q5 | (c) | Discount factor is bounded in to keep returns finite and well-defined. |
| Q6 | (b) | Q-learning uses (greedy/target policy) while behaving differently → off-policy. |
| Q7 | (c) | Greedy prob $= (1-\epsilon) + \epsilon/ |
| Q8 | (b) | MC uses complete-episode returns , so it needs episode termination. |
| Q9 | (c) | TD(0) target bootstraps: . |
| 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 | = 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 (closer to 1) makes the agent more far-sighted, weighting future rewards heavily; a small makes it short-sighted. (1 for reason)
Q20. FALSE. (1) Q-learning is off-policy: it learns the optimal action-value function using regardless of the behavior (e.g., -greedy) policy actually followed. (1)
Q21. TRUE. (1) DP (value/policy iteration) needs the full model — transition probabilities and reward function — to compute Bellman backups. (1)
Q22. TRUE. (1) The general reward form is ; 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 ; it does not wait for the episode to end (that is Monte Carlo). (1)
Q24. TRUE. (1) With , 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
[
{"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)"}
]