Reinforcement Learning System
A Reinforcement Learning System is a machine learning system that can be used to create reward-maximization agents that can support sequential decision-making tasks under uncertainty.
- Context:
- It can be an online reward-maximization system that implements a reinforcement learning algorithm to solve a reinforcement learning task (to learn a policy to maximize reward from feedback data).
- It can solve tasks defined by a Markov decision process by learning a policy to maximize expected cumulative reward through interaction with an environment.
- It can support online learning by updating its policy incrementally as it receives feedback in the form of rewards and state transitions.
- It can employ model-free approaches (e.g., Q-learning, policy gradient) or model-based methods (e.g., Dyna, MuZero) depending on environment assumptions.
- It can use temporal difference learning and Monte Carlo methods for value estimation and policy improvement.
- It can balance the exploration-exploitation tradeoff through strategies like epsilon-greedy, UCB, or entropy regularization.
- It can operate under full observability or partial observability, depending on whether the agent can fully perceive the environment's state.
- It can incorporate deep function approximation, leading to deep reinforcement learning systems that can handle high-dimensional or continuous state/action spaces.
- It can be enhanced by combining with supervised learning or unsupervised learning components to form hybrid decision systems.
- It can address safety and stability using techniques from safe reinforcement learning, such as reward clipping, shielding, or constrained optimization.
- It can apply regularization methods like maximum mean discrepancy to ensure policy diversity or robustness in multi-agent or distributionally shifted environments.
- It can range from reactive, model-free systems to model-based planners that simulate future dynamics for improved sample efficiency.
- It can (typically) face challenges like exploration-exploitation trade-offs, sparse reward spaces, or non-stationary environments.
- It can (often) leverage temporal difference learning methods to balance short-term and long-term rewards.
- It can be based on a Sequential Decision-Making System, where the system learns from a series of decisions made in an evolving environment.
- ...
- Example(s):
- Q-Learning System, which uses a tabular or approximated Q-function to learn action values in model-free environments.
- SARSA System, which learns on-policy action values using state-action-reward-state-action updates.
- Dyna System, which integrates learning, planning, and acting using simulated environment models.
- REINFORCE System, which applies policy gradient techniques using Monte Carlo return estimates.
- AlphaGo System, a model-based deep reinforcement learning system that combines MCTS with deep neural networks.
- AlphaZero System, which learns entirely from self-play using value and policy networks within a model-based planning loop.
- MuZero System, which learns environment dynamics and value estimates without requiring an explicit model of the reward or transition function.
- Deep Q-Network (DQN) System, which uses a convolutional neural network to approximate Q-values in high-dimensional input spaces.
- Proximal Policy Optimization (PPO) System, which stabilizes training through trust region clipping in on-policy policy gradient methods.
- Trust Region Policy Optimization (TRPO) System, which uses second-order optimization to constrain policy updates in continuous control tasks.
- Safe RL System, which includes constraints or risk measures to ensure the learned policy does not violate safety bounds during exploration or deployment.
- Offline RL System, which learns policies from static datasets without further interaction, using algorithms like BCQ or CQL.
- AI-driven RL-based System, which uses reinforcement learning in decision support tools for areas like finance, robotics, or industrial automation.
- Multi-Agent Reinforcement Learning System, where multiple agents learn in a shared environment with cooperation or competition.
- an Apprenticeship Learning System that learns a policy by observing and imitating an expert's behavior.
- an Inverse Reinforcement Learning System, which infers a reward function based on observed optimal behavior.
- an Instance-Based Reinforcement Learning System, which leverages past experiences to guide future decisions.
- an Average-Reward Reinforcement Learning System that aims to optimize long-term average rewards instead of cumulative rewards.
- a Distributed Reinforcement Learning System that scales learning across multiple agents or processors.
- a Temporal Difference Learning System that updates value estimates based on the difference between predicted and observed rewards.
- a Relational Reinforcement Learning System, which incorporates relational information to learn structured policies.
- a Gaussian Process Reinforcement Learning System that uses Gaussian processes for value estimation.
- a Hierarchical Reinforcement Learning System, which decomposes the main task into a hierarchy of sub-tasks with separate sub-policies.
- an Associative Reinforcement Learning System that associates actions with rewards using learned associations.
- a Bayesian Reinforcement Learning System, which incorporates uncertainty in model parameters using Bayesian approaches.
- a Radial Basis Function Network that approximates value functions using radial basis functions.
- a Policy Gradient Reinforcement Learning System that directly optimizes the policy using gradient-based methods.
- a Least Squares Reinforcement Learning System, which minimizes prediction error using least squares methods.
- an Evolutionary Reinforcement Learning System that applies evolutionary algorithms to discover optimal policies.
- a Reward Shaping System that modifies the reward structure to make learning more efficient.
- a PAC-MDP Learning System that ensures near-optimal performance within a specified confidence bound.
- a Reinforcement Learning-based Recommendation System that dynamically optimizes content recommendations based on user interaction.
- a Deep Reinforcement Learning System, such as AlphaGo, that uses deep neural networks to handle high-dimensional inputs.
- a CogitAI Continua SaaS Platform [1], which provides a framework for continuous learning.
- an AlphaProof System used for automated theorem proving through reinforcement learning.
- ...
- …
- Counter-Example(s):
- Supervised Learning System, which learns from labeled input-output pairs instead of trial-and-error interaction.
- Unsupervised Learning System, which finds structure in data without explicit reward signals or objectives.
- Planning System, which optimizes decisions via search and inference using a complete model of the environment, without learning from feedback.
- Bandit Learning System, which solves simpler reward-maximization problems with no state transitions or delayed rewards.
- ...
- See: Active Learning System, Online Learning System, Machine Learning System, Value Function Approximation System, Markov Decision Process, Reinforcement Learning Task, Reinforcement Learning Algorithm, Deep Reinforcement Learning System, Model-Free RL, Model-Based RL, Exploration Strategy, Safe Reinforcement Learning.
References
2021
- (Schrittwieser et al., 2021) ⇒ Julian Schrittwieser, Ioannis Antonoglou, Thomas Hubert, Karen Simonyan, Laurent Sifre, Timothy Lillicrap, Edward Lockhart, Demis Hassabis, Thore Graepel, and David Silver (2021). "Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model". In: Nature.
- QUOTE: MuZero is a reinforcement learning system that learns a model of the environment’s dynamics without access to its reward or transition functions.
It integrates planning, representation learning, and policy learning in a unified architecture.
It matches or exceeds the performance of previous systems like AlphaZero on board games and Atari benchmarks.
- QUOTE: MuZero is a reinforcement learning system that learns a model of the environment’s dynamics without access to its reward or transition functions.
2017a
- (Schulman et al., 2017) ⇒ John Schulman, Filip Wolski, Prafulla Dhariwal, Alec Radford, and Oleg Klimov (2017). "Proximal Policy Optimization Algorithms". In: arXiv:1707.06347 [cs.LG].
- QUOTE: PPO is an on-policy reinforcement learning algorithm that improves training stability and sample efficiency by limiting the size of policy updates.
It simplifies earlier approaches like TRPO while maintaining strong empirical performance.
PPO has become a default choice for many reinforcement learning system implementations in continuous control and robotics.
- QUOTE: PPO is an on-policy reinforcement learning algorithm that improves training stability and sample efficiency by limiting the size of policy updates.
2017b
- (Silver et al., 2017) ⇒ David Silver, Julian Schrittwieser, Karen Simonyan, Ioannis Antonoglou, Aja Huang, Arthur Guez, Thomas Hubert, Lucas Baker, Matthew Lai, Adrià Puigdomènech, Demis Hassabis (2017). "Mastering the Game of Go Without Human Knowledge". In: Nature.
- QUOTE: AlphaZero is a general-purpose deep reinforcement learning system trained entirely through self-play using Monte Carlo Tree Search and deep neural networks.
It learns to play Go, Chess, and Shogi at superhuman levels without domain-specific heuristics.
The system showcases how model-based RL can achieve world-class results through unified architectures.
- QUOTE: AlphaZero is a general-purpose deep reinforcement learning system trained entirely through self-play using Monte Carlo Tree Search and deep neural networks.
2017c
- (Stone, 2017) ⇒ Stone P. (2017) Reinforcement Learning. In: Sammut, C., Webb, G.I. (eds) Encyclopedia of Machine Learning and Data Mining. Springer, Boston, MA pp. 1088-1090
- QUOTE: Reinforcement Learning describes a large class of learning problems characteristic of autonomous agents interacting in an environment: sequential decision-making problems with delayed reward. Reinforcement-learning algorithms seek to learn a policy (mapping from states to actions) that maximizes the reward received over time.
Unlike in supervised learning problems, in reinforcement-learning problems, there are no labeled examples of correct and incorrect behavior. However, unlike unsupervised learning problems, a reward signal can be perceived.
- QUOTE: Reinforcement Learning describes a large class of learning problems characteristic of autonomous agents interacting in an environment: sequential decision-making problems with delayed reward. Reinforcement-learning algorithms seek to learn a policy (mapping from states to actions) that maximizes the reward received over time.
2017d
- (Wikipedia, 2017) ⇒ https://en.wikipedia.org/wiki/Reinforcement_learning Retrieved:2017-12-24.
- Reinforcement learning (RL) is an area of machine learning inspired by behaviourist psychology, concerned with how software agents ought to take actions in an environment so as to maximize some notion of cumulative reward. The problem, due to its generality, is studied in many other disciplines, such as game theory, control theory, operations research, information theory, simulation-based optimization, multi-agent systems, swarm intelligence, statistics and genetic algorithms. In the operations research and control literature, the field where reinforcement learning methods are studied is called approximate dynamic programming. The problem has been studied in the theory of optimal control, though most studies are concerned with the existence of optimal solutions and their characterization, and not with the learning or approximation aspects. In economics and game theory, reinforcement learning may be used to explain how equilibrium may arise under bounded rationality.
In machine learning, the environment is typically formulated as a Markov decision process (MDP), as many reinforcement learning algorithms for this context utilize dynamic programming techniques. The main difference between the classical techniques and reinforcement learning algorithms is that the latter do not need knowledge about the MDP and they target large MDPs where exact methods become infeasible. Reinforcement learning differs from standard supervised learning in that correct input/output pairs are never presented, nor sub-optimal actions explicitly corrected. Instead the focus is on on-line performance, which involves finding a balance between exploration (of uncharted territory) and exploitation (of current knowledge).[1] The exploration vs. exploitation trade-off in reinforcement learning has been most thoroughly studied through the multi-armed bandit problem and in finite MDPs.
- Reinforcement learning (RL) is an area of machine learning inspired by behaviourist psychology, concerned with how software agents ought to take actions in an environment so as to maximize some notion of cumulative reward. The problem, due to its generality, is studied in many other disciplines, such as game theory, control theory, operations research, information theory, simulation-based optimization, multi-agent systems, swarm intelligence, statistics and genetic algorithms. In the operations research and control literature, the field where reinforcement learning methods are studied is called approximate dynamic programming. The problem has been studied in the theory of optimal control, though most studies are concerned with the existence of optimal solutions and their characterization, and not with the learning or approximation aspects. In economics and game theory, reinforcement learning may be used to explain how equilibrium may arise under bounded rationality.
2015a
- (Mnih et al., 2015) ⇒ Volodymyr Mnih, Koray Kavukcuoglu, David Silver, Andrei A. Rusu, Joel Veness, Marc G. Bellemare, Alex Graves, Martin Riedmiller, Andreas K. Fidjeland, Georg Ostrovski, Stig Petersen, Charles Beattie, Amir Sadik, Ioannis Antonoglou, Helen King, Dharshan Kumaran, Daan Wierstra, Shane Legg, and Demis Hassabis (2015). "Human-Level Control through Deep Reinforcement Learning". In: Nature.
- QUOTE: The Deep Q-Network (DQN) system achieves human-level performance on Atari 2600 games using end-to-end learning from pixels.
It combines Q-learning with experience replay and target networks to stabilize learning.
This work is a landmark in scaling reinforcement learning to high-dimensional input spaces.
- QUOTE: The Deep Q-Network (DQN) system achieves human-level performance on Atari 2600 games using end-to-end learning from pixels.
2015b
- (Schulman et al., 2015) ⇒ John Schulman, Sergey Levine, Philipp Moritz, Michael Jordan, and Pieter Abbeel (2015). "Trust Region Policy Optimization". In: Proceedings of the 32nd International Conference on Machine Learning (ICML).
- QUOTE: TRPO formulates policy optimization as a constrained optimization problem to ensure monotonic policy improvement.
It uses second-order derivatives and trust regions to stabilize training in continuous control environments.
This method laid the groundwork for later, more scalable RL algorithms like PPO.
- QUOTE: TRPO formulates policy optimization as a constrained optimization problem to ensure monotonic policy improvement.
2000
- (Sutton & Barto, 2000) ⇒ Richard S. Sutton, and Andrew G. Barto (2000). "Reinforcement Learning: An Introduction (First Edition)". In: MIT Press.
- QUOTE: This foundational textbook introduces the core principles of reinforcement learning systems, including Markov decision processes, policy iteration, and temporal difference learning.
It describes algorithms like SARSA, Q-learning, and REINFORCE, forming the backbone of modern RL research.
The text remains a standard reference for both theoretical and applied RL.
- QUOTE: This foundational textbook introduces the core principles of reinforcement learning systems, including Markov decision processes, policy iteration, and temporal difference learning.