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.
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.
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.
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.
The State That Results From The Action Taken By The Agent.
It Helps The Agent learn How Actions Affect The Environment.
A Strategy That Defines The Agent’s Behavior:
π:S→ADetermines Which Action To Take In A Given State.
A sequence Of States, Actions, And Rewards Experienced By The Agent During Its Interaction With The Environment:
(s0,a0,r1,s1,a1,r2,…,sT)
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. |
Rewards Encouraging The Agent To Repeat An Action.
Example: Winning A Point In A Game.
Penalties Discouraging Certain Actions.
Example: Robot Colliding With An Obstacle.
The Agent Interacts With Either:
Simulated Environment: Safer, Cheaper, Faster.
Real-World Environment: Riskier But More Realistic.
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).
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).
Given A Trajectory τ=(s0,a0,r1,s1,…,sT):
P(τ) = p(s0?) t=0∏T−1 ?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 |
Exploration Risk: Trying Unknown Actions May Be Risky.
Sparse And Delayed Rewards: Hard To Assign Credit For Actions.
Non-Stationary Environments: Data Distribution May Change Over Time.
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 |
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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