Reinforcement Learning Data (Feedback Data) – Detailed Explanation

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  Category:  MACHINELEARNING | 4th July 2025, Friday

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Introduction

In Reinforcement Learning (RL), The data Is Fundamentally Different From That In supervised Or unsupervised Learning. Rather Than Labeled Examples, RL Algorithms learn From Interaction With An Environment By trial And Error, Driven By feedback In The Form Of rewards. This Interaction Process Generates Reinforcement Learning Data, Often Called Feedback Data.

Key Components Of Reinforcement Learning Data

(a) State (SS)

  • A representation Of The Environment At A Particular Time Step.

  • It Encodes The information Available To The Agent To Make Decisions.

  • Examples:

    • Robot's Current Position And Velocity.

    • Game Board Configuration In Chess Or Go.

(b) Action (AA)

  • The decision Or move Taken By The Agent Based On The Current State.

  • Actions Change The State Of The Environment.

  • Examples:

    • Steering Angle In Autonomous Driving.

    • Move Pawn To E4 In Chess.

(c) Reward (RR)

  • A scalar Feedback Signal Received After Performing An Action In A Given State.

  • Reward Guides The Agent Toward Desirable Behaviors.

  • Two Types:

    • Immediate Reward: Received Right After Action.

    • Cumulative Reward: Total Sum Of Rewards Over Time.

(d) Next State (S′)

  • The State That Results From The Action Taken By The Agent.

  • It Helps The Agent learn How Actions Affect The Environment.

(e) Policy (π)

  • A Strategy That Defines The Agent’s Behavior:

    π:S→A
  • Determines Which Action To Take In A Given State.

(f) Trajectory (or Episode)

  • A sequence Of States, Actions, And Rewards Experienced By The Agent During Its Interaction With The Environment:

         (s0,a0,r1,s1,a1,r2,…,sT)

Data Flow In Reinforcement Learning (Markov Decision Process)

RL Data Is Generally Modeled Through Markov Decision Processes (MDP):

(st?,at?,rt+1?,st+1?)

  • : State At Time tt

  • ata_t: Action At Time tt

  • rt+1r_{t+1}: Reward After Taking Action ata_t

  • st+1s_{t+1}: Next State After Action

This Quadruple (st,at,rt+1,st+1) is The fundamental Data Tuple Collected During Learning.

Characteristics Of RL Data (Feedback Data)

Property Description
Correlated Data Current Data Depends On Past Decisions (temporal Correlation).
Non-i.i.d. Data Is Not Independent & Identically Distributed, Unlike Supervised ML.
Online Learning Data Generated Dynamically As Agent Interacts With The Environment.
Sparse Rewards Often, Rewards Are Delayed Or Sparse, Making Learning Difficult.
Exploration Vs. Exploitation Data Collection Depends On Balance Between Exploring New Actions And Exploiting Known Ones.

Types Of Feedback Data

a. Positive Feedback

  • Rewards Encouraging The Agent To Repeat An Action.

  • Example: Winning A Point In A Game.

b. Negative Feedback

  • Penalties Discouraging Certain Actions.

  • Example: Robot Colliding With An Obstacle.

Collection Of RL Data

  • The Agent Interacts With Either:

    • Simulated Environment: Safer, Cheaper, Faster.

    • Real-World Environment: Riskier But More Realistic.

Techniques For Data Collection:

  • On-Policy Methods: Data Collected Using The Current Policy.

  • Off-Policy Methods: Data Collected Using A Different Policy (for Example, Using Stored Experiences In Replay Buffers).

Storage And Reuse Of RL Data

Experience Replay Buffer:

  • Stores Tuples (s,a,r,s′)(s, A, R, S') For Reuse In Training.

  • Helps Break Correlation And Stabilize Learning.

  • Common In Deep Reinforcement Learning (Deep Q-Learning).

Mathematical Representation Of Feedback Data (Trajectory Formulation)

Given A Trajectory τ=(s0,a0,r1,s1,…,sT):

P(τ) = p(s0?) t=0T1 ?π(at??st?)p(st+1??st?,at?)

Where:

  • p(s0): Initial State Distribution.

  • : Policy Probability.

  • : Transition Probability.

Example: RL Data In Self-Driving Car Simulation

Time Step State (st) Action (at) Reward (rt) Next State ()
0 Car At (x, Y), 40 Km/h Accelerate 0 Car At New (x, Y), 45 Km/h
1 Car At (new X, Y), 45 Km/h Steer Left -1 (off-lane) Car At (x', Y'), 40 Km/h
2 Car Back On Lane Maintain Speed +5 Car At New (x, Y), 40 Km/h

Challenges In Reinforcement Learning Data

  1. Exploration Risk: Trying Unknown Actions May Be Risky.

  2. Sparse And Delayed Rewards: Hard To Assign Credit For Actions.

  3. Non-Stationary Environments: Data Distribution May Change Over Time.

  4. Scalability: Large State Spaces (e.g., Images) Require Huge Data And Computation.

Use Of RL Data In Algorithms

Algorithm Type Of Data Used
Q-Learning Off-policy, Uses State-action-reward-next State
SARSA On-policy, Learns From Current Policy’s Experience
Policy Gradient Methods Uses Entire Trajectory And Cumulative Rewards
Actor-Critic Methods Combines Policy Gradients And Value Estimation

Summary

Reinforcement Learning Data (Feedback Data) Refers To The sequential, Feedback-driven Data Generated By An Agent’s Interactions With An Environment.
It Contains States, Actions, Rewards, And Next States—enabling The Agent To Learn Optimal Policies Via delayed Rewards And trial-and-error Exploration.

 

 

 

 

 

 

 

 

 

Tags:
Reinforcement Learning Data (Feedback Data), Reinforcement Learning Data, Feedback Data

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