Reinforcement Learning --by Richard Sutton

1.introduction

Reinforcement learning is learning what to do—how to map situations to actions—so as to maximize a numerical reward signal. The learner is not told which actions to take, but instead must discover which actions yield the most reward by trying them. In the most interesting and challenging cases, actions may a↵ect not only the immediate reward but also the next situation and, through that, all subsequent rewards. These two characteristics—trial-and-error search and delayed reward—are the two most important distinguishing features of reinforcement learning.

2.reinforcement learning & supervised learning &unsupervised learning

supervised learning:has label.
unsupervised learning :typically about finding structure hidden in collections of unlabeled data.
reinforcement learning ?* trying to maximize a reward signal instead of trying to find hidden structure. **

3.exploration and exploitation

To obtain a lot of reward, a reinforcement learning agent must prefer actions that it has tried in the past and found to be e↵ective in producing reward. But to discover such actions, it has to try actions that it has not selected before. The agent has to exploit what it has already experienced in order to obtain reward, but it also has to explore in order to make better action selections in the future.

❤️❤️❤️ Another key feature of reinforcement learning is that it explicitly considers the whole problem of a goal-directed agent interacting with an uncertain environment. This is in contrast to many approaches that consider subproblems without addressing how they might fit into a larger picture. For example, we have mentioned that much of machine learning research is concerned with supervised learning without explicitly specifying how such an ability would finally be useful. Other researchers have developed theories of planning with general goals, but without considering planning’s role in real-time decision making, or the question of where the predictive models necessary for planning would come from. Although these approaches have yielded many useful results, their focus on isolated subproblems is a significant limitation.
❤️❤️❤️All reinforcement learning agents have explicit goals。

4.Elements of Reinforcement Learning

The authoritative textbook for reinforcement learning by Richard Sutton and Andrew Barto. Contents Preface Series Forward Summary of Notation I. The Problem 1. Introduction 1.1 Reinforcement Learning 1.2 Examples 1.3 Elements of Reinforcement Learning 1.4 An Extended Example: Tic-Tac-Toe 1.5 Summary 1.6 History of Reinforcement Learning 1.7 Bibliographical Remarks 2. Evaluative Feedback 2.1 An -Armed Bandit Problem 2.2 Action-Value Methods 2.3 Softmax Action Selection 2.4 Evaluation Versus Instruction 2.5 Incremental Implementation 2.6 Tracking a Nonstationary Problem 2.7 Optimistic Initial Values 2.8 Reinforcement Comparison 2.9 Pursuit Methods 2.10 Associative Search 2.11 Conclusions 2.12 Bibliographical and Historical Remarks 3. The Reinforcement Learning Problem 3.1 The Agent-Environment Interface 3.2 Goals and Rewards 3.3 Returns 3.4 Unified Notation for Episodic and Continuing Tasks 3.5 The Markov Property 3.6 Markov Decision Processes 3.7 Value Functions 3.8 Optimal Value Functions 3.9 Optimality and Approximation 3.10 Summary 3.11 Bibliographical and Historical Remarks II. Elementary Solution Methods 4. Dynamic Programming 4.1 Policy Evaluation 4.2 Policy Improvement 4.3 Policy Iteration 4.4 Value Iteration 4.5 Asynchronous Dynamic Programming 4.6 Generalized Policy Iteration 4.7 Efficiency of Dynamic Programming 4.8 Summary 4.9 Bibliographical and Historical Remarks 5. Monte Carlo Methods 5.1 Monte Carlo Policy Evaluation 5.2 Monte Carlo Estimation of Action Values 5.3 Monte Carlo Control 5.4 On-Policy Monte Carlo Control 5.5 Evaluating One Policy While Following Another 5.6 Off-Policy Monte Carlo Control 5.7 Incremental Implementation 5.8 Summary 5.9 Bibliographical and Historical Remarks 6. Temporal-Difference Learning 6.1 TD Prediction 6.2 Advantages of TD Prediction Methods 6.3 Optimality of TD(0) 6.4 Sarsa: On-Policy TD Control 6.5 Q-Learning: Off-Policy TD Control 6.6 Actor-Critic Methods 6.7 R-Learning for Undiscounted Continuing Tasks 6.8 Games, Afterstates, and Other Special Cases 6.9 Summary 6.10 Bibliographical and Historical Remarks III. A Unified View 7. Eligibility Traces 7.1 -Step TD Prediction 7.2 The Forward View of TD( ) 7.3 The Backward View of TD( ) 7.4 Equivalence of Forward and Backward Views 7.5 Sarsa( ) 7.6 Q( ) 7.7 Eligibility Traces for Actor-Critic Methods 7.8 Replacing Traces 7.9 Implementation Issues 7.10 Variable 7.11 Conclusions 7.12 Bibliographical and Historical Remarks 8. Generalization and Function Approximation 8.1 Value Prediction with Function Approximation 8.2 Gradient-Descent Methods 8.3 Linear Methods 8.3.1 Coarse Coding 8.3.2 Tile Coding 8.3.3 Radial Basis Functions 8.3.4 Kanerva Coding 8.4 Control with Function Approximation 8.5 Off-Policy Bootstrapping 8.6 Should We Bootstrap? 8.7 Summary 8.8 Bibliographical and Historical Remarks 9. Planning and Learning 9.1 Models and Planning 9.2 Integrating Planning, Acting, and Learning 9.3 When the Model Is Wrong 9.4 Prioritized Sweeping 9.5 Full vs. Sample Backups 9.6 Trajectory Sampling 9.7 Heuristic Search 9.8 Summary 9.9 Bibliographical and Historical Remarks 10. Dimensions of Reinforcement Learning 10.1 The Unified View 10.2 Other Frontier Dimensions 11. Case Studies 11.1 TD-Gammon 11.2 Samuel's Checkers Player 11.3 The Acrobot 11.4 Elevator Dispatching 11.5 Dynamic Channel Allocation 11.6 Job-Shop Scheduling Bibliography Index
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