Construct · 1 fields · 3 citations

Q-learning: a standalone construct

One name. One construct. A landmark on the map.

● anchor · a standalone construct Nearest construct by meaningreinforcementcompare the meanings
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Q-learning1 CONSTRUCTQ-learningWATKINS · MODEL-FREE RL

A single standalone construct; nearby constructs are located against it in the Collider. Tap a field for its definition, unit, and measures.

Reinforcement learning (machine learning)

A model-free algorithm that learns the optimal action-value function from experience

Christopher Watkins named and defined Q-learning in his 1989 Cambridge PhD thesis Learning from delayed rewards, and Watkins and Peter Dayan (1992) gave the algorithm its first convergence proof. Q-learning is a method by which an agent, a decision maker interacting with an environment step by step, learns which action is best in each situation purely from the rewards it receives, without ever being told or having to model how the environment works. It does this by repeatedly updating an estimate called Q, the expected long-run reward of taking a given action in a given state and then acting optimally afterward, nudging each estimate toward the reward just observed plus the best estimated value of the next state. Because it is model-free, it needs no map of the world's dynamics, and because its update always looks toward the best available next action rather than the action actually taken, it is called off-policy: it can learn the optimal behaviour while following an exploratory one. What makes it a landmark is that it was the first reinforcement-learning rule shown to converge to the optimal action-value function under general conditions, and its update remains a building block of later methods, including the deep Q-networks that learned to play Atari games from raw pixels.[1][2][3]

Unit
A learned action-value function Q(state, action) over an agent's state and action space, expressed in the same units as the cumulative reward it estimates
Recovery means
Not applicable
Measured by
Operationalised as an iterative update rule applied to observed state, action, reward, and next-state transitions; performance is judged by convergence of the Q estimates and by the cumulative reward the resulting policy earns

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Nearby constructs

agent3 fields · 5 citationsjingle · one word, three constructsreward4 fields · 7 citationsjingle · one word, four constructsreinforcement2 fields · 4 citationsjingle · one word, two constructs

References

  1. Watkins, C. J. C. H. (1989). Learning from delayed rewards [Doctoral dissertation, University of Cambridge]. King's College, Cambridge.
  2. Watkins, C. J. C. H., & Dayan, P. (1992). Q-learning. Machine Learning, 8(3-4), 279–292. https://doi.org/10.1007/BF00992698
  3. Sutton, R. S., & Barto, A. G. (2018). Reinforcement learning: An introduction (2nd ed.). MIT Press.

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