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Reinforcement Learning: Reward-Based Learning

31 May 2026

Reinforcement Learning: Reward-Based Learning

Understand reward-based learning methods, Q-tables, and Markov decision processes.

AI Data
Reinforcement Learning Q-Learning MDP

Reinforcement Learning (RL) is about an agent learning to make decisions by interacting with an environment and receiving rewards.

The RL Framework

       ┌──────────────┐
       │  Environment  │
       └──────┬───────┘
              │ State, Reward
              ↓
       ┌──────────────┐
       │    Agent      │
       └──────┬───────┘
              │ Action
              ↓
       ┌──────────────┐
       │  Environment  │ (next state)
       └──────────────┘

Key elements:

  • Agent — the learner / decision maker
  • Environment — the world the agent interacts with
  • State (s) — current situation
  • Action (a) — what the agent can do
  • Reward (r) — feedback signal (positive or negative)
  • Policy (π) — strategy mapping states to actions

Goal: Maximize cumulative reward over time.

Markov Decision Process (MDP)

The mathematical framework behind RL. An MDP has:

  • States (S) — all possible situations
  • Actions (A) — all possible moves
  • Transition function T(s, a, s’) — probability of reaching state s’ from state s with action a
  • Reward function R(s, a) — reward for taking action a in state s
  • Discount factor (γ) — how much to value future rewards (0 to 1)

Markov property: The future depends only on the current state, not on the history.

$$V(s) = \max_a \left[ R(s,a) + \gamma \sum_{s’} T(s,a,s’) \cdot V(s’) \right]$$

Q-Learning

A model-free RL algorithm. The agent learns a Q-table that maps (state, action) pairs to expected rewards.

Q-Table

              Action 1   Action 2   Action 3
State A       [ 0.5 ]    [ 0.8 ]    [ 0.2 ]
State B       [ 0.3 ]    [ 0.1 ]    [ 0.9 ]
State C       [ 0.7 ]    [ 0.4 ]    [ 0.6 ]

Update Rule

$$Q(s,a) \leftarrow Q(s,a) + \alpha \left[ r + \gamma \max_{a’} Q(s’,a’) - Q(s,a) \right]$$

  • α = learning rate (how fast to learn)
  • γ = discount factor (importance of future rewards)

Implementation

import numpy as np

# Initialize Q-table
n_states = 16
n_actions = 4
Q = np.zeros((n_states, n_actions))

# Parameters
alpha = 0.1      # learning rate
gamma = 0.99     # discount factor
epsilon = 0.1    # exploration rate

for episode in range(1000):
    state = env.reset()

    while not done:
        # Epsilon-greedy: explore or exploit
        if np.random.random() < epsilon:
            action = env.action_space.sample()  # explore
        else:
            action = np.argmax(Q[state])        # exploit

        next_state, reward, done, _ = env.step(action)

        # Q-learning update
        Q[state, action] += alpha * (
            reward + gamma * np.max(Q[next_state]) - Q[state, action]
        )

        state = next_state

Exploration vs Exploitation

The core dilemma:

  • Exploration — try new actions to discover better rewards
  • Exploitation — use the best known action

Epsilon-greedy: With probability ε explore randomly, otherwise exploit the best known action. Decrease ε over time.

Key RL Methods

MethodDescription
Q-LearningModel-free, learns Q-values from experience
SARSALike Q-Learning but on-policy (uses actual next action)
Deep Q-Network (DQN)Q-Learning with a neural network instead of a table
Policy GradientDirectly learn the policy (no Q-table)
Actor-CriticCombine policy gradient (actor) with value function (critic)
PPOPopular, stable policy gradient method

Deep RL

When the state space is too large for a Q-table (e.g., images), use a neural network:

State (pixels) → Neural Network → Q-values for each action
import torch.nn as nn

class DQN(nn.Module):
    def __init__(self, n_states, n_actions):
        super().__init__()
        self.net = nn.Sequential(
            nn.Linear(n_states, 128),
            nn.ReLU(),
            nn.Linear(128, 64),
            nn.ReLU(),
            nn.Linear(64, n_actions),
        )

    def forward(self, x):
        return self.net(x)

Real-World Applications

ApplicationWhat RL Does
Game playingAlphaGo, Atari, Chess
RoboticsLearn to walk, grasp objects
RecommendationOptimize long-term user engagement
TradingOptimize portfolio decisions
Resource managementCloud auto-scaling, traffic control

Summary

ConceptKey Idea
MDPMath framework: states, actions, rewards, transitions
Q-LearningLearn a table of state-action values
Epsilon-greedyBalance exploration and exploitation
Deep RLUse neural networks for large state spaces
Policy GradientDirectly learn the best strategy