The document discusses challenges in reinforcement learning. It defines reinforcement learning as combining aspects of supervised and unsupervised learning, using sparse, time-delayed rewards to learn optimal behavior. The two main challenges are the credit assignment problem of determining which actions led to rewards, and balancing exploration of new actions with exploitation of existing knowledge. Q-learning is introduced as a way to estimate state-action values to learn optimal policies, and deep Q-networks are proposed to approximate Q-functions using neural networks for large state spaces. Experience replay and epsilon-greedy exploration are also summarized as techniques to improve deep Q-learning performance and exploration.
Reinforcement Learning Guide For Beginnersgokulprasath06
Reinforcement Learning Guide:
Land in multiple job interviews by joining our Data Science certification course.
Data Science course content designed uniquely, which helps you start learning Data Science from basics to advanced data science concepts.
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Lecture slides in DASI spring 2018, National Cheng Kung University, Taiwan. The content is about deep reinforcement learning: policy gradient including variance reduction and importance sampling
Review :: Demystifying deep reinforcement learning (written by Tambet Matiisen)Hogeon Seo
The link of the original article: https://ai.intel.com/demystifying-deep-reinforcement-learning/
This review summarizes:
How do I learn reinforcement learning?
Reinforcement Learning is Hot!
What is the RL?
General approach to model the RL problem
Maximize the total future reward
A function Q(s,a) = the maximum DFR
How to get Q-function?
Deep Q Network
Experience Replay
Exploration-Exploitation
Reinforcement Learning Guide For Beginnersgokulprasath06
Reinforcement Learning Guide:
Land in multiple job interviews by joining our Data Science certification course.
Data Science course content designed uniquely, which helps you start learning Data Science from basics to advanced data science concepts.
Content: http://bit.ly/2Mub6xP
Any Queries, Call us@ +91 9884412301 / 9600112302
Lecture slides in DASI spring 2018, National Cheng Kung University, Taiwan. The content is about deep reinforcement learning: policy gradient including variance reduction and importance sampling
Review :: Demystifying deep reinforcement learning (written by Tambet Matiisen)Hogeon Seo
The link of the original article: https://ai.intel.com/demystifying-deep-reinforcement-learning/
This review summarizes:
How do I learn reinforcement learning?
Reinforcement Learning is Hot!
What is the RL?
General approach to model the RL problem
Maximize the total future reward
A function Q(s,a) = the maximum DFR
How to get Q-function?
Deep Q Network
Experience Replay
Exploration-Exploitation
https://telecombcn-dl.github.io/2017-dlai/
Deep learning technologies are at the core of the current revolution in artificial intelligence for multimedia data analysis. The convergence of large-scale annotated datasets and affordable GPU hardware has allowed the training of neural networks for data analysis tasks which were previously addressed with hand-crafted features. Architectures such as convolutional neural networks, recurrent neural networks or Q-nets for reinforcement learning have shaped a brand new scenario in signal processing. This course will cover the basic principles of deep learning from both an algorithmic and computational perspectives.
1118_Seminar_Continuous_Deep Q-Learning with Model based accelerationHye-min Ahn
The material that I've used to present the paper
"Continuous Deep Q-Learning with Model-based Acceleration", S.Gu, T.Lillicrap, I.Sutskever, S.Levine, 2016 ICML
https://telecombcn-dl.github.io/2018-dlai/
Deep learning technologies are at the core of the current revolution in artificial intelligence for multimedia data analysis. The convergence of large-scale annotated datasets and affordable GPU hardware has allowed the training of neural networks for data analysis tasks which were previously addressed with hand-crafted features. Architectures such as convolutional neural networks, recurrent neural networks or Q-nets for reinforcement learning have shaped a brand new scenario in signal processing. This course will cover the basic principles of deep learning from both an algorithmic and computational perspectives.
Reinforcement Learning (RL) approaches to deal with finding an optimal reward based policy to act in an environment (Charla en Inglés)
However, what has led to their widespread use is its combination with deep neural networks (DNN) i.e., deep reinforcement learning (Deep RL). Recent successes on not only learning to play games but also superseding humans in it and academia-industry research collaborations like for manipulation of objects, locomotion skills, smart grids, etc. have surely demonstrated their case on a wide variety of challenging tasks.
With application spanning across games, robotics, dialogue, healthcare, marketing, energy and many more domains, Deep RL might just be the power that drives the next generation of Artificial Intelligence (AI) agents!
We introduce a novel training procedure for policy gradient methods wherein episodic memory is used to optimize the hyperparameters of reinforcement learning algorithms on-the-fly.
This presentation is for introducing google DeepMind's DeepDPG algorithm to my colleagues.
I tried my best to make it easy to be understood...
Comment is always welcome :)
hiddenmaze91.blogspot.com
Adversarially Guided Actor-Critic, Y. Flet-Berliac et al, 2021Chris Ohk
RL 논문 리뷰 스터디에서 Adversarially Guided Actor-Critic 논문 내용을 정리해 발표했습니다. AGAC는 Actor-Critic에 GAN에서 영감을 받은 방법들을 결합해 리워드가 희소하고 탐험이 어려운 환경에서 뛰어난 성능을 보여줍니다. 많은 분들에게 도움이 되었으면 합니다.
Miriam Bellver, Xavier Giro-i-Nieto, Ferran Marques, and Jordi Torres. "Hierarchical Object Detection with Deep Reinforcement Learning." In Deep Reinforcement Learning Workshop (NIPS). 2016.
We present a method for performing hierarchical object detection in images guided by a deep reinforcement learning agent. The key idea is to focus on those parts of the image that contain richer information and zoom on them. We train an intelligent agent that, given an image window, is capable of deciding where to focus the attention among five different predefined region candidates (smaller windows). This procedure is iterated providing a hierarchical image analysis.We compare two different candidate proposal strategies to guide the object search: with and without overlap. Moreover, our work compares two different strategies to extract features from a convolutional neural network for each region proposal: a first one that computes new feature maps for each region proposal, and a second one that computes the feature maps for the whole image to later generate crops for each region proposal. Experiments indicate better results for the overlapping candidate proposal strategy and a loss of performance for the cropped image features due to the loss of spatial resolution. We argue that, while this loss seems unavoidable when working with large amounts of object candidates, the much more reduced amount of region proposals generated by our reinforcement learning agent allows considering to extract features for each location without sharing convolutional computation among regions.
https://imatge-upc.github.io/detection-2016-nipsws/
The Reinforcement Learning (RL) is a particular type of learning. It is useful when we try to learn from an unknown environment. Which means, that our model will have to explore the environment in order to collect the necessary data to use for its training. The model is represented as an Agent, trying to achieve a certain goal in a particular environment. The Agent affects this environment by taking actions that change the state of the environment and generate rewards produced by this later one.
The learning relies on the generated rewards, and the goal will be to maximize them. To choose the actions to apply, the agents use a policy. It can be defined as the process that the agent use to choose the actions that will permit it to optimize the overall rewards. In this course, we will see two methods used to develop these polices: policy gradient and Q-Learning. We will implement our examples using the following libraries: OpenAI gym, keras , tensorflow and keras-rl.
[Notebook 1](https://colab.research.google.com/drive/1395LU6jWULFogfErI8CIYpi35Y00YiRj)
[Notebook 2](https://colab.research.google.com/drive/1MpDS5rj-PwzzLIZtAGYnZ_jjEwhWZEdC)
In real-world scenarios, decision making can be a very challenging task even for modern computers. Generalized reinforcement learning (GRL) was developed to facilitate complex decision making in highly dynamical systems through flexible policy generalization mechanisms using kernel-based methods. GRL combines the use of sampling, kernel functions, stochastic process, non-parametric regression and functional clustering.
Maximum Entropy Reinforcement Learning (Stochastic Control)Dongmin Lee
I reviewed the following papers.
- T. Haarnoja, et al., “Reinforcement Learning with Deep Energy-Based Policies", ICML 2017
- T. Haarnoja, et al., “Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor", ICML 2018
- T. Haarnoja, et al., “Soft Actor-Critic Algorithms and Applications", arXiv preprint 2018
Thank you.
The effect of episodic retrieval on inhibition in task switchingJimGrange
Invited paper presented at symposium entitled "Inhibition as a cognitive construct: Helpful and valid?" at the 59th Conference of Experimental Psychologists (TeaP), Dresden, Germany
Slides prepared by Miriam Bellver for the Computer Vision Reading Group at the Universitat Politecnica de Catalunya (UPC).
Based on the original paper:
Caicedo, Juan C., and Svetlana Lazebnik. "Active object localization with deep reinforcement learning." In Proceedings of the IEEE International Conference on Computer Vision, pp. 2488-2496. 2015.
An efficient use of temporal difference technique in Computer Game LearningPrabhu Kumar
A computer game using temporal difference algorithm of Machine learning which improves the ability of the computer to learn and also explore the best next move for the game by greedy movement techniques and exploration method techniques for the future states of the game.
https://telecombcn-dl.github.io/2017-dlai/
Deep learning technologies are at the core of the current revolution in artificial intelligence for multimedia data analysis. The convergence of large-scale annotated datasets and affordable GPU hardware has allowed the training of neural networks for data analysis tasks which were previously addressed with hand-crafted features. Architectures such as convolutional neural networks, recurrent neural networks or Q-nets for reinforcement learning have shaped a brand new scenario in signal processing. This course will cover the basic principles of deep learning from both an algorithmic and computational perspectives.
1118_Seminar_Continuous_Deep Q-Learning with Model based accelerationHye-min Ahn
The material that I've used to present the paper
"Continuous Deep Q-Learning with Model-based Acceleration", S.Gu, T.Lillicrap, I.Sutskever, S.Levine, 2016 ICML
https://telecombcn-dl.github.io/2018-dlai/
Deep learning technologies are at the core of the current revolution in artificial intelligence for multimedia data analysis. The convergence of large-scale annotated datasets and affordable GPU hardware has allowed the training of neural networks for data analysis tasks which were previously addressed with hand-crafted features. Architectures such as convolutional neural networks, recurrent neural networks or Q-nets for reinforcement learning have shaped a brand new scenario in signal processing. This course will cover the basic principles of deep learning from both an algorithmic and computational perspectives.
Reinforcement Learning (RL) approaches to deal with finding an optimal reward based policy to act in an environment (Charla en Inglés)
However, what has led to their widespread use is its combination with deep neural networks (DNN) i.e., deep reinforcement learning (Deep RL). Recent successes on not only learning to play games but also superseding humans in it and academia-industry research collaborations like for manipulation of objects, locomotion skills, smart grids, etc. have surely demonstrated their case on a wide variety of challenging tasks.
With application spanning across games, robotics, dialogue, healthcare, marketing, energy and many more domains, Deep RL might just be the power that drives the next generation of Artificial Intelligence (AI) agents!
We introduce a novel training procedure for policy gradient methods wherein episodic memory is used to optimize the hyperparameters of reinforcement learning algorithms on-the-fly.
This presentation is for introducing google DeepMind's DeepDPG algorithm to my colleagues.
I tried my best to make it easy to be understood...
Comment is always welcome :)
hiddenmaze91.blogspot.com
Adversarially Guided Actor-Critic, Y. Flet-Berliac et al, 2021Chris Ohk
RL 논문 리뷰 스터디에서 Adversarially Guided Actor-Critic 논문 내용을 정리해 발표했습니다. AGAC는 Actor-Critic에 GAN에서 영감을 받은 방법들을 결합해 리워드가 희소하고 탐험이 어려운 환경에서 뛰어난 성능을 보여줍니다. 많은 분들에게 도움이 되었으면 합니다.
Miriam Bellver, Xavier Giro-i-Nieto, Ferran Marques, and Jordi Torres. "Hierarchical Object Detection with Deep Reinforcement Learning." In Deep Reinforcement Learning Workshop (NIPS). 2016.
We present a method for performing hierarchical object detection in images guided by a deep reinforcement learning agent. The key idea is to focus on those parts of the image that contain richer information and zoom on them. We train an intelligent agent that, given an image window, is capable of deciding where to focus the attention among five different predefined region candidates (smaller windows). This procedure is iterated providing a hierarchical image analysis.We compare two different candidate proposal strategies to guide the object search: with and without overlap. Moreover, our work compares two different strategies to extract features from a convolutional neural network for each region proposal: a first one that computes new feature maps for each region proposal, and a second one that computes the feature maps for the whole image to later generate crops for each region proposal. Experiments indicate better results for the overlapping candidate proposal strategy and a loss of performance for the cropped image features due to the loss of spatial resolution. We argue that, while this loss seems unavoidable when working with large amounts of object candidates, the much more reduced amount of region proposals generated by our reinforcement learning agent allows considering to extract features for each location without sharing convolutional computation among regions.
https://imatge-upc.github.io/detection-2016-nipsws/
The Reinforcement Learning (RL) is a particular type of learning. It is useful when we try to learn from an unknown environment. Which means, that our model will have to explore the environment in order to collect the necessary data to use for its training. The model is represented as an Agent, trying to achieve a certain goal in a particular environment. The Agent affects this environment by taking actions that change the state of the environment and generate rewards produced by this later one.
The learning relies on the generated rewards, and the goal will be to maximize them. To choose the actions to apply, the agents use a policy. It can be defined as the process that the agent use to choose the actions that will permit it to optimize the overall rewards. In this course, we will see two methods used to develop these polices: policy gradient and Q-Learning. We will implement our examples using the following libraries: OpenAI gym, keras , tensorflow and keras-rl.
[Notebook 1](https://colab.research.google.com/drive/1395LU6jWULFogfErI8CIYpi35Y00YiRj)
[Notebook 2](https://colab.research.google.com/drive/1MpDS5rj-PwzzLIZtAGYnZ_jjEwhWZEdC)
In real-world scenarios, decision making can be a very challenging task even for modern computers. Generalized reinforcement learning (GRL) was developed to facilitate complex decision making in highly dynamical systems through flexible policy generalization mechanisms using kernel-based methods. GRL combines the use of sampling, kernel functions, stochastic process, non-parametric regression and functional clustering.
Maximum Entropy Reinforcement Learning (Stochastic Control)Dongmin Lee
I reviewed the following papers.
- T. Haarnoja, et al., “Reinforcement Learning with Deep Energy-Based Policies", ICML 2017
- T. Haarnoja, et al., “Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor", ICML 2018
- T. Haarnoja, et al., “Soft Actor-Critic Algorithms and Applications", arXiv preprint 2018
Thank you.
The effect of episodic retrieval on inhibition in task switchingJimGrange
Invited paper presented at symposium entitled "Inhibition as a cognitive construct: Helpful and valid?" at the 59th Conference of Experimental Psychologists (TeaP), Dresden, Germany
Slides prepared by Miriam Bellver for the Computer Vision Reading Group at the Universitat Politecnica de Catalunya (UPC).
Based on the original paper:
Caicedo, Juan C., and Svetlana Lazebnik. "Active object localization with deep reinforcement learning." In Proceedings of the IEEE International Conference on Computer Vision, pp. 2488-2496. 2015.
An efficient use of temporal difference technique in Computer Game LearningPrabhu Kumar
A computer game using temporal difference algorithm of Machine learning which improves the ability of the computer to learn and also explore the best next move for the game by greedy movement techniques and exploration method techniques for the future states of the game.
this talk was an introduction to Reinforcement Learning based on the book by Andrew Barto and Richard S. Sutton. We explained the main components of an RL problem and detailed the tabular solutions and approximate solutions methods.
Matineh Shaker, Artificial Intelligence Scientist, Bonsai at MLconf SF 2017MLconf
Deep Reinforcement Learning with Shallow Trees:
In this talk, I present Concept Network Reinforcement Learning (CNRL), developed at Bonsai. It is an industrially applicable approach to solving complex tasks using reinforcement learning, which facilitates problem decomposition, allows component reuse, and simplifies reward functions. Inspired by Sutton’s options framework, we introduce the notion of “Concept Networks” which are tree-like structures in which leaves are “sub-concepts” (sub-tasks), representing policies on a subset of state space. The parent (non-leaf) nodes are “Selectors”, containing policies on which sub-concept to choose from the child nodes, at each time during an episode. There will be a high-level overview on the reinforcement learning fundamentals at the beginning of the talk.
Bio: Matineh Shaker is an Artificial Intelligence Scientist at Bonsai in Berkeley, CA, where she builds machine learning, reinforcement learning, and deep learning tools and algorithms for general purpose intelligent systems. She was previously a Machine Learning Researcher at Geometric Intelligence, Data Science Fellow at Insight Data Science, Predoctoral Fellow at Harvard Medical School. She received her PhD from Northeastern University with a dissertation in geometry-inspired manifold learning.
Reinforcement learning is the training of machine learning models to make a sequence of decisions. The agent learns to achieve a goal in an uncertain, potentially complex environment. In reinforcement learning, an artificial intelligence faces a game-like situation.
A review of the basic ideas and concepts in reinforcement learning, including discussion of Q-Learning and Sarsa methods. Includes a survey of modern RL methods, including Dyna-Q, DQN, REINFORCE, and AC2, and how they relate.
Explore the innovative world of trenchless pipe repair with our comprehensive guide, "The Benefits and Techniques of Trenchless Pipe Repair." This document delves into the modern methods of repairing underground pipes without the need for extensive excavation, highlighting the numerous advantages and the latest techniques used in the industry.
Learn about the cost savings, reduced environmental impact, and minimal disruption associated with trenchless technology. Discover detailed explanations of popular techniques such as pipe bursting, cured-in-place pipe (CIPP) lining, and directional drilling. Understand how these methods can be applied to various types of infrastructure, from residential plumbing to large-scale municipal systems.
Ideal for homeowners, contractors, engineers, and anyone interested in modern plumbing solutions, this guide provides valuable insights into why trenchless pipe repair is becoming the preferred choice for pipe rehabilitation. Stay informed about the latest advancements and best practices in the field.
Student information management system project report ii.pdfKamal Acharya
Our project explains about the student management. This project mainly explains the various actions related to student details. This project shows some ease in adding, editing and deleting the student details. It also provides a less time consuming process for viewing, adding, editing and deleting the marks of the students.
Sachpazis:Terzaghi Bearing Capacity Estimation in simple terms with Calculati...Dr.Costas Sachpazis
Terzaghi's soil bearing capacity theory, developed by Karl Terzaghi, is a fundamental principle in geotechnical engineering used to determine the bearing capacity of shallow foundations. This theory provides a method to calculate the ultimate bearing capacity of soil, which is the maximum load per unit area that the soil can support without undergoing shear failure. The Calculation HTML Code included.
About
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
• Remote control: Parallel or serial interface.
• Compatible with MAFI CCR system.
• Compatible with IDM8000 CCR.
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
• Easy in configuration using DIP switches.
Technical Specifications
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
Key Features
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
• Remote control: Parallel or serial interface
• Compatible with MAFI CCR system
• Copatiable with IDM8000 CCR
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
Application
• Remote control: Parallel or serial interface.
• Compatible with MAFI CCR system.
• Compatible with IDM8000 CCR.
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
• Easy in configuration using DIP switches.
3. Definition of Reinforcement Learning
We can explain reinforcement learning as a combination of
supervised and unsupervised learning.
1. In supervised learning one has a target label for each
training example and
2. In unsupervised learning one has no labels at all,
3. In reinforcement learning one has sparse and time-
delayed labels (the rewards).
Based only on those rewards the agent has to learn to behave in the environment.
4. 1. Credit assignment problem and
2. Exploration-Exploitation Dilemma
Steps in consideration in RL problem solving
Credit Assignment Step is used for defining the strategy,
Exploration-Exploitation is used for improving the reward
outcomes.
7. Mathematical relation formalization
● An agent, situated in an environment.
● The environment is in a certain state.
● The agent can perform certain actions in the environment.
● These actions sometimes result in a reward.
● Actions transform the environment and lead to a new state, where the
agent can perform another action, and so on.
● The rules for how you choose those actions are called policy.
● The environment in general is stochastic, which means the next state may
be somewhat random.
● The set of states and actions, together with rules for transitioning from one
state to another, make up a Markov decision process.
● One episode of this process forms a finite sequence of states, actions and
rewards.
8. Reward Strategy
To perform well in the long-term, we need to take into account not only the
immediate rewards, but also the future rewards we are going to get.
total reward function
total reward function from time point t
But as the environment is stochastic we never get same reward in the next run,
that is why we be considering
discounted future reward
γ is the discount factor between 0 and 1, as the seps increased the γ value goes
near to 0.
9. Discounted future reward calculation
Discounted future reward at time step t can be expressed in terms of the same
thing at time step t+1:
If we set the discount factor γ=0, then our strategy will be short-sighted and we
rely only on the immediate rewards.
If we want to balance between immediate and future rewards, we should set
discount factor to something like γ=0.9.
If our environment is deterministic and the same actions always result in same
rewards, then we can set discount factor γ=1.
A good strategy for an agent would be to always choose an action that maximizes the (discounted) future reward.
10. The Q-function is for improved quality in action
The Q-Learning function Q(s, a) could be represented for
the maximum discounted future reward when we perform action a in state s, and
continue optimally from that point on:
Suppose you are in state and thinking whether you should take action a or b. You
want to select the action that results in the highest score at the end of game.
π represents the policy,
Now Let’s focus on just one transition <s, a, r, s’>. we can express the Q-value of
state s and action a in terms of the Q-value of the next state s’.
This is called the Bellman Equation.
11. Q-Learning Formulation
α in the algorithm is a learning rate that controls how much of the difference
between previous Q-value and newly proposed Q-value is taken into account.
In particular, when α=1, then two Q[s,a] cancel and the update is exactly the
same as the Bellman equation.
12. Deep Q Network
Neural networks are exceptionally good at coming up
with good features for highly structured data.
We can easily represent our Q-function with a
neural network,
Use-case 1:
that takes the state and action as input and
outputs the corresponding Q-value.
Use-case 2:
Input the state as input and
output the Q-value for each possible action.
* The benefit of the later use-case over the former one is that if we want to perform a Q-value update or pick the action with the highest Q-value, we only have to
do one forward pass through the network and have all Q-values for all actions available immediately.
13. Rewrite the Quality function using Q Network
Given a transition < s, a, r, s’ >, the Q-table update rule in the previous algorithm
must be replaced with the following:
1. Do a feedforward pass for the current state s to get predicted Q-values for all
actions.
2. Do a feedforward pass for the next state s’ and calculate maximum overall
network outputs max a’ Q(s’, a’).
3. Set Q-value target for action to r + γmax a’ Q(s’, a’) (use the max calculated
in step 2). For all other actions, set the Q-value target to the same as
originally returned from step 1, making the error 0 for those outputs.
4. Update the weights using backpropagation.
14. Experience Replay (Memory)
Estimate the future reward in each state using Q-learning and approximate the Q-
function using neural network.
Challenge:
But the approximation of Q-values using non-linear functions is very time costly.
Solution: Memorizing the experience.
During gameplay all the experiences < s, a, r, s’ > are stored in a replay memory.
When training the network, random mini batches from the replay memory are used
instead of the most recent transition. This breaks the similarity of subsequent
training samples, which otherwise might drive the network into a local minimum.
Also experience replay makes the training task more similar to usual supervised
learning, which simplifies debugging and testing the algorithm.
15. Exploration and Exploitation
Firstly observe, that when a Q-table or Q-network is initialized randomly, then its
predictions are initially random as well. If we pick an action with the highest Q-value,
the action will be random and the agent performs crude “exploration”. As a Q-
function converges, it returns more consistent Q-values and the amount of
exploration decreases. So one could say, that Q-learning incorporates the
exploration as part of the algorithm. But this exploration is “greedy”, it settles with
the first effective strategy it finds.
A simple and effective fix for the above problem is ε-greedy exploration – with
probability ε choose a random action, otherwise go with the “greedy” action with the
highest Q-value. It actually decreases ε over time from 1 to 0.1 – in the beginning
the system makes completely random moves to explore the state space maximally,
and then it settles down to a fixed exploration rate.