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AI Core Concepts (Part 6): Reinforcement Learning for Software Engineers
Reinforcement Learning (RL) is a type of machine learning where an agent learns to make decisions by interacting with an environment, receiving rewards or penalties for its actions. It’s used in robotics, game playing (e.g., AlphaGo), and autonomous systems.
1. Key Concepts in RL
- Agent: The learner or decision-maker.
- Environment: The world the agent interacts with.
- Action: Choices the agent can make.
- State: Current situation of the agent.
- Reward: Feedback signal after an action.
- Policy: Strategy that the agent uses to decide actions.
- Episode: A complete sequence of states, actions, and rewards.
Goal: Maximize cumulative long-term reward.
2. Example: Q-Learning (Tabular RL)
Q-learning is a value-based RL algorithm that learns a policy by estimating the Q-values (expected future rewards).
Q-learning update rule:
Q(s, a) ← Q(s, a) + α * [r + γ * max(Q(s', a')) - Q(s, a)]
Where:
α
is the learning rateγ
is the discount factorr
is the rewards'
is the new state
Simple Q-Learning Example using gym
import gym
import numpy as np
env = gym.make("FrozenLake-v1", is_slippery=False)
q_table = np.zeros((env.observation_space.n, env.action_space.n))
alpha = 0.8 # learning rate
gamma = 0.95 # discount factor
epsilon = 0.1 # exploration rate
for episode in range(1000):
state = env.reset()
done = False
while not done:
if np.random.rand() < epsilon:
action = env.action_space.sample()
else:
action = np.argmax(q_table[state])
next_state, reward, done, truncated, info = env.step(action)
old_value = q_table[state, action]
future = np.max(q_table[next_state])
q_table[state, action] = old_value + alpha * (reward + gamma * future - old_value)
state = next_state
print("Trained Q-Table:\n", q_table)
3. Deep Reinforcement Learning
When state/action spaces are too large for a table, we use Deep Q-Networks (DQN) or Policy Gradient methods with neural networks.
Example: DQN Components
- Replay buffer to store experiences
- Target network for stable learning
- CNN or MLP for Q-function approximation
Popular libraries:
Stable Baselines3
Ray RLlib
OpenAI Gymnasium
4. Common Algorithms
Algorithm | Type | Description |
---|---|---|
Q-Learning | Value-based | Learn Q-values for state-action pairs |
SARSA | Value-based | Similar to Q-learning but on-policy |
DQN | Value-based | Deep learning version of Q-learning |
REINFORCE | Policy-based | Uses Monte Carlo policy gradient |
PPO (Proximal Policy Optimization) | Policy-based | Stable and widely used in practice |
A3C | Actor-Critic | Parallelized training for faster learning |
5. Real-World Applications
- Game AI (e.g., AlphaGo, OpenAI Five)
- Robotics (e.g., robot locomotion)
- Finance (portfolio optimization)
- Recommendation Systems (optimizing user engagement)
- Traffic signal control and autonomous vehicles
📚 Further Resources
- Spinning Up in Deep RL by OpenAI
- RL Course by David Silver (DeepMind)
- CleanRL (lightweight RL algorithms)
- Stable Baselines3 Docs
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