rl-3
rl-3
UNIT-3
TOPIC : POLICY FUNCTION USING NEURAL NETWORKS
The policy function implemented through neural networks in reinforcement learning is an approach
where the network outputs actions or probabilities of actions directly, rather than predicting action values
(as done in Q-learning). This shifts the learning paradigm from value-based methods (like DQN) to
policy-based methods by approximating the policy directly.
Fig: A Q-network takes a state and returns Q values (action values) for each action. We can use
those action values to decide which actions to take.
Policy Network
● A policy network accepts the current state as input and outputs a probability distribution over
all possible actions.
● It defines a function π: State→P(Action∣State)
● The network encourages exploration through stochastic outputs, which allows it to learn optimal
behavior by randomly sampling actions.
Example:
In a four-action environment (e.g., Gridworld), the policy network may predict:
P(A)=[0.25,0.25,0.10,0.40]
This indicates probabilities for actions [up, down, left, right] respectively. Higher probability actions are
more likely to be selected but are still subject to randomness.
Fig: A policy network is a function that takes a state and returns a probability distribution over
the possible actions
Fig: A stochastic policy function. A policy function accepts a state and returns a probability
distribution over actions. It is stochastic because it returns a probability distribution over actions
rather than returning a deterministic, single action.
● Deterministic Policy: The network always returns the same action for a given state. This can
limit exploration and make training harder since it lacks variability.
Fig: A deterministic policy function, often represented by the Greek character pi, takes a state
and returns a specific action to take, unlike a stochastic policy, which returns a probability
distribution over actions.
● Early in training, the policy network's distribution is uniform (all actions have nearly equal
probabilities). This enables exploration of different state-action pairs.
● As training progresses, the policy converges toward an optimal distribution. If one action is
optimal, the probabilities will converge into a degenerate distribution (all mass on a single
action).
● Stochastic policies enable sustained exploration even in dynamic environments.
Advantages of Policy Networks over Value-Based Methods
● Simpler Action Selection: The output is the action itself or a distribution over actions,
eliminating the need for strategies like epsilon-greedy used in DQNs.
● No Experience Replay Needed: Policy networks directly optimize policies without requiring
large memory for replay buffers, as used in Q-learning.
● Natural Handling of Stochasticity: With probability distributions over actions, policy networks
naturally handle exploration during training.
Given the state s, the network outputs a vector of probabilities for each action:
P(A∣s)=[0.50,0.0,0.25,0.25]
This means the agent has a 50% chance to go up, no chance to go down, and a 25% chance for left or
right.
If the agent revisits the same state, the action may differ each time, adding variability to the training
process.
The policy gradient algorithm is a class of reinforcement learning algorithms that aims to optimize a
policy function, which outputs a probability distribution over actions given a state.
Objective Function
The policy gradient algorithm requires a differentiable objective function with respect to the network
weights (parameters). The objective is to maximize the expected reward by adjusting the policy based on
the actions taken and the rewards received.
A policy network, denoted πθ(s), parameterized by weights θ, outputs a probability distribution over
actions for a given state s.
Training Objective: Maximize the probability of actions that result in positive rewards.
○ Example: An agent receives a reward of +10 for an action, encouraging the network to
assign higher probability to that action in future encounters.
Figure: The general overview of policy gradients for an environment with four possible discrete actions.
First we input the state to the policy network, which produces a probability distribution over the actions,
and then we sample from this distribution to take an action, which produces a new state.
Action Reinforcement
To reinforce good actions, the algorithm updates the policy based on the rewards received. The last
experience in an episode is particularly important, as it provides a basis for adjusting the action
probabilities.
Figure: Once an action is sampled from the policy network’s probability distribution, it produces a new
state and reward. The reward signal is used to reinforce the action that was taken, that is, it increases the
probability of that action given the state if the reward is positive, or it decreases the probability if the
reward is negative. Notice that we only received information about action 3 (element 4), but since the
probabilities must sum to 1, we have to lower the probabilities of the other actions
Credit Assignment
Not all actions in an episode deserve equal credit. Actions closer to the reward receive more credit than
earlier ones. The algorithm must address the challenge of credit assignment, which involves determining
how much credit to assign to each action taken during an episode. The objective function is adjusted to
reflect the importance of actions based on their contribution to the final reward.
Exploration vs. Exploitation
A key aspect of the policy gradient algorithm is maintaining a balance between exploration (trying new
actions) and exploitation (choosing known rewarding actions). Initially, the action selection is uniform,
allowing the agent to explore the action space.
Conclusion
The policy gradient algorithm is a powerful approach in reinforcement learning that directly optimizes the
policy for action selection. By reinforcing good actions and addressing credit assignment, the algorithm
enables agents to learn from their experiences and improve their decision-making over time.
SUBJECT NAME: REINFORCEMENT LEARNING
UNIT-3
TOPIC : THE REINFORCE ALGORITHM
The REINFORCE algorithm is one of the fundamental methods for training policy-based
reinforcement learning models. It is a Monte Carlo-based policy gradient method that uses the
reward signal to learn optimal policies by updating the parameters of a policy network.
Policy Network:
The policy network is a neural network that takes the current state as input and outputs a
probability distribution over possible actions. For example, in the CartPole environment, the
policy network might output a vector like [0.25, 0.75], indicating the probabilities of taking
action 0 or action 1, respectively.
Action Selection:
Actions are selected based on the probability distribution provided by the policy network. The
np.random.choice function is used to sample an action according to the predicted probabilities.
Environment Interaction:
The agent interacts with the environment using the step method, which returns the next state,
reward, done flag (indicating if the episode has ended), and additional info. The reset method
initializes the environment and returns the initial state.
Reward Calculation:
The algorithm computes discounted rewards from the sequence of rewards received during an
episode. This transforms the linear sequence of rewards into an exponentially decaying sequence,
which is then normalized to the interval [0, 1] .
Training Loop:
The training loop involves collecting states, actions, and rewards throughout an episode. Once
the episode ends, the algorithm computes the discounted rewards and updates the policy network
based on the actions taken and the rewards received.
Implementation Steps
Initialize the Environment:
Use OpenAI Gym to create the environment (e.g., env = gym.make('CartPole-v0')).
The policy network is a neural network that takes state vectors as inputs and outputs a probability
distribution over the available actions. This network serves as the agent's policy.
python
Copy code
import torch
import torch.nn as nn
model = nn.Sequential(
nn.Linear(4, 150), # Input layer: 4-dimensional state vector
nn.LeakyReLU(), # Activation function
nn.Linear(150, 2), # Output layer: 2 actions (left or right)
nn.Softmax(dim=-1) # Softmax to create a probability distribution
)
● Input Layer: Takes the 4-dimensional state vector (e.g., for the CartPole problem).
● Hidden Layer: A fully connected layer with 150 neurons and Leaky ReLU activation.
● Output Layer: Outputs probabilities for two possible actions using Softmax.
The learning rate for training is set using an optimizer, such as Adam:
Python Code
learning_rate = 0.0009
optimizer = torch.optim.Adam(model.parameters(), lr=learning_rate)
The agent interacts with the environment using the policy network to choose actions based on the
state.
Python Code
import numpy as np
# Example interaction
state = env.reset() # Reset environment to initial state
pred = model(torch.from_numpy(state).float()) # Predict action probabilities
action = np.random.choice([0, 1], p=pred.data.numpy()) # Sample an action
state, reward, done, info = env.step(action) # Take the action in the environment
Training the REINFORCE algorithm involves calculating the loss using the rewards collected
over an episode and then using gradient descent to update the network parameters.
The loss function for REINFORCE is based on the negative log probability of the actions taken,
weighted by the discounted returns.
Python Code
def loss_fn(preds, rewards):
return -1 * torch.sum(rewards * torch.log(preds))
This loss function ensures that actions with higher rewards increase in probability, while actions
with lower rewards decrease in probability.
Rewards are discounted to account for the long-term impact of actions. The discount factor,
gamma, typically ranges between 0 and 1.
Python Code
def discount_rewards(rewards, gamma=0.99):
len_r = len(rewards)
disc_return = torch.pow(gamma, torch.arange(len_r).float()) * rewards
disc_return /= disc_return.max() # Normalization for stability
return disc_return
● Discount Factor: Exponentially decays the reward over time to prioritize earlier rewards.
● Normalization: Keeps rewards within a stable range to ensure efficient learning
Full Training Loop
The training loop collects experiences, computes the loss, and updates the policy network.
python
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MAX_EPISODES = 500
gamma = 0.99
optimizer = torch.optim.Adam(model.parameters(), lr=0.0009)
The REINFORCE algorithm is a simple yet effective approach for policy optimization in
environments with a small action space. While it performs well for tasks like CartPole, more
complex environments may require advanced methods for better efficiency and stability.
SUBJECT NAME: REINFORCEMENT LEARNING
UNIT-3
TOPIC : TACKLING MORE COMPLEX PROBLEMS WITH ACTOR-CRITIC
METHODS
Actor-critic methods are a significant advancement in reinforcement learning (RL), particularly useful for
tackling complex environments where simpler algorithms like REINFORCE or Deep Q-Networks (DQN)
face limitations. These methods combine the benefits of value-based and policy-based approaches to
enhance sample efficiency and stability.
REINFORCE Algorithm:
The REINFORCE algorithm is a vanilla policy gradient method that updates model parameters
only after completing an entire episode. This episodic nature allows for the collection of rewards
throughout the episode, which are then used to update the policy.
Limitations of REINFORCE:
While effective for simple tasks, REINFORCE struggles with more complex environments due
to its episodic nature and the variance in reward signals. This can lead to inefficient learning and
slow convergence.
Actor-Critic Models:
Actor-critic methods combine the benefits of both value-based and policy-based approaches. The "actor" refers
to the policy function that selects actions, while the "critic" evaluates the actions taken by the actor by
estimating the value function.
This combination allows for more stable and efficient learning, as the critic can provide feedback to the actor,
reducing the variance of the policy updates.
Sample Efficiency: By using a critic to evaluate actions, the model can learn from fewer samples, improving
the overall efficiency of the learning process.
Reduced Variance: The critic helps to stabilize updates by providing a more accurate estimate of the value of
actions, which mitigates the high variance often seen in policy gradient methods.
Direct Sampling: Unlike DQN, which requires a separate policy function (e.g., epsilon-greedy), actor-critic
methods allow for direct sampling from the probability distribution over actions, simplifying the action
selection process.
This results in more stable and faster learning as updates become more focused on improving actions with
higher advantages.
Actor-critic methods often operate in an online fashion, updating parameters incrementally. This is a
contrast to Monte Carlo approaches like REINFORCE, which require full episodes to be sampled before
updates.
Distributed implementations, like Distributed Advantage Actor-Critic (DA2C), eliminate the need for
experience replay buffers, commonly used in DQN, making the learning process more efficient.
Parallelizing Training:
Actor-critic models can leverage parallelization to speed up training. This approach distributes the
computation across multiple instances of the environment, collecting more experience in less time and
thus improving the model’s performance more rapidly.
Q-learning (e.g., DQN): Learns the value of actions based on expected rewards and chooses actions that
maximize these values. It requires policies like epsilon-greedy and a replay buffer to handle variance.
Policy Gradients: Reinforce actions leading to positive outcomes and penalize negative ones. These
methods directly sample actions from the policy, leading to a more natural strategy selection.
Critic (Value Function): Assesses the action taken, providing feedback that improves the policy's
efficiency and stability.
Example Applications
Game Environments: In tasks like pinball, the actor learns to operate controls optimally, while the critic
evaluates the outcomes, helping refine the actor's strategy.
Complex Robotics: Real-world robotic control problems benefit from the stability and efficiency of
actor-critic methods.
Mathematical Formulation
Policy Loss Function:
Loss=−log(P(a∣S))×R
Here, minimizing the negative log-probability of actions taken, scaled by the reward, encourages the
selection of actions that yield high rewards. Using logarithms ensures numerical stability and efficient
gradient computation.
Advantage Function: The advantage function, A(s,a), helps refine the policy by considering how much
better an action is compared to others, leading to faster convergence and more effective learning.
Actor-critic methods are a sophisticated RL approach that balance the sample efficiency of value-based
methods with the flexibility of policy gradients. They are well-suited for non-episodic environments and
can be scaled using distributed training to solve real-world problems effectively.
SUBJECT NAME: REINFORCEMENT LEARNING
UNIT-3
In reinforcement learning, two primary methods are used for training agents: value-based and
policy-based methods. Value-based methods, like Q-learning, predict the expected rewards (values) of
actions, while policy-based methods learn a probability distribution over actions, directly reinforcing
actions that yield positive rewards. The approach of combining these two methodologies aims to leverage
the strengths of each, producing an efficient learning algorithm known as the "actor-critic" model.
Value Function:
The value function estimates the expected return (reward) from a given state or state-action pair.
It can be represented as:
Policy Function:
The policy function defines the behavior of the agent by mapping states to actions. It can be
deterministic or stochastic, providing a probability distribution over actions given a state.
1. Sample Efficiency: By combining these functions, we can make updates more frequently,
increasing sample efficiency.
2. Variance Reduction: Using the value function reduces the variance in rewards that train the
policy, yielding more stable training.
Concept of Advantage:
To integrate both approaches, the Advantage function is used. It quantifies how much better a particular
action is compared to the expected baseline reward. Mathematically, this advantage is represented as:
Advantage=R−V(S)
where R is the observed return and V(S) is the value of the current state. By using this advantage term, the
policy function updates focus on actions that perform better than expected.
Actor-Critic Model:
Actor: The policy network, which generates actions based on the policy learned.
Critic: The value network, which evaluates actions taken by the actor and provides feedback in terms of
advantages. This feedback is integrated into the actor’s loss function, helping it to refine its action
choices.
Figure: Q-learning falls under the category of value methods, since we attempt to learn action
values, whereas policy gradient methods like REINFORCE directly attempt to learn the best
actions to take. We can combine these two techniques into what’s called an actor-critic
architecture.
Instead of a simple look-up table, neural networks are used to parameterize both the actor and the critic
functions. The actor's network produces action probabilities, while the critic’s network predicts the state
or action values, which serve as baselines for the advantage calculation.
Figure: The general overview of actor-critic models. First, the actor predicts the best action and
chooses the action to take, which generates a new state. The critic network computes the value of
the old state and the new state. The relative value of St+1 is called its advantage, and this is the
signal used to reinforce the action that was taken by the actor.
Advantages of the Actor-Critic Approach:
● Reduced Reward Sparsity Issue: The critic can guide the actor even when rewards are sparse,
making it suitable for environments with infrequent reward signals.
● Bootstrapping: The critic leverages bootstrapping, where predictions for current states help in
estimating future states. This process reduces variance at the cost of introducing bias but enhances
overall training stability.
Bias-Variance Tradeoff:
Combining value and policy functions balances the high-bias, low-variance nature of value predictions
with the low-bias, high-variance nature of policy predictions. This balance results in a model with
moderate bias and variance, optimizing the agent's learning performance in complex, dynamic
environments.
Combining value and policy functions in actor-critic models allows agents to take advantage of
value-based stability and policy-based flexibility. Through advantage calculations, frequent updates, and
reduced variance, this approach facilitates efficient, stable learning in reinforcement learning
environments.
SUBJECT NAME: REINFORCEMENT LEARNING
UNIT-3
Distributed training is a technique used in machine learning to improve the efficiency and speed of model
training by leveraging multiple processing units. This approach is particularly beneficial for deep learning
models, where the computational demands can be significant. The distributed advantage actor-critic
(DA2C) model is a specific implementation that combines the advantages of actor-critic methods with
distributed training.
In deep learning, batch training is essential to average out noise and obtain stable gradient updates.
Training with single samples can lead to high variance in gradients, preventing convergence. By batching,
we compute gradients over a group of samples to average noise, allowing stable parameter updates.
The Markov property, which states that the optimal action for a state can be computed without reference
to prior states, is crucial for simpler games but may not hold in more complex scenarios. In such cases,
recurrent neural networks (RNNs) can be employed to retain information about past states .
Distributed training circumvents the need for a replay buffer by running multiple copies of the agent in
parallel across different processes. Each agent explores a separate instance of the environment, allowing
experiences to be gathered simultaneously. The gradients from each agent are averaged, reducing variance
and stabilizing learning.
Figure: The most common form of training a deep learning model is to feed a batch of data
together into the model to return a batch of predictions. Then we compute the loss for each
prediction and average or sum all the losses before backpropagating and updating the model
parameters. This averages out the variability present across all the experiences. Alternatively, we
can run multiple models with each taking a single experience and making a single prediction,
backpropagate through each model to get the gradients, and then sum or average the gradients
before making any parameter updates.
● Multiprocessing: True parallelism, where computations are handled on distinct CPU cores, is
ideal for machine learning, which demands high computational throughput. In Python, the
multiprocessing library supports running processes across multiple cores.
● Multithreading: Although efficient for I/O-bound tasks, multithreading is not true parallelism;
instead, it involves switching between tasks, which limits performance gains for
compute-intensive tasks.
Python Implementation:
Using Python's multiprocessing library, we can distribute reinforcement learning computations across
several processes. Each process independently computes gradients based on its observations, and the
gradients are aggregated to update the model’s parameters. An example using the multiprocessing library
demonstrates dividing tasks across CPU cores, improving computational efficiency.
Distributed training in DA2C combines the benefits of the advantage actor-critic model with
multiprocessing. This approach allows reinforcement learning algorithms to scale across multiple agents,
enabling efficient, stable learning without replay buffers, even in non-Markovian or complex
environments.
SUBJECT NAME: REINFORCEMENT LEARNING
UNIT-3
The Advantage Actor-Critic (A2C) is a reinforcement learning algorithm that combines the benefits of
both policy-based and value-based methods. It utilizes two neural networks: the actor, which proposes
actions, and the critic, which evaluates the actions taken by the actor. This approach allows for more
efficient learning by leveraging the advantages of both methods.
Actor
● The actor is responsible for selecting actions based on the current policy.
● It outputs a probability distribution over possible actions given the current state.
● The actor is trained to maximize the expected return by adjusting its policy based on feedback
from the critic.
Critic
● The critic evaluates the action taken by the actor by estimating the value of the current state.
● It computes the advantage, which is the difference between the expected return and the value
predicted by the critic.
● The critic's loss is computed without backpropagating through the actor's network, ensuring that
the actor's weights are not modified during the critic's update.
○ r is the reward,
○ V(s) is the predicted value of the current state, and
○ V(s′) is the predicted value of the next state.
● The advantage reflects the difference between the observed and expected values, making the
training more efficient by focusing on deviations from typical outcomes.
Figure: An actor-critic model produces a state value and action probabilities, which are used to
compute an advantage value and this is the quantity that is used to train the model rather than
raw rewards as with just Q-learning.
Algorithm Steps
1. Initialization: Set the discount factor γ and initialize the actor and critic networks.
2. Episode Loop:
○ Obtain the current state from the environment.
○ Use the critic to estimate the value of the current state.
○ Use the actor to sample an action based on the current policy.
○ Execute the action in the environment to receive the next state and reward.
○ Estimate the value of the next state using the critic.
○ Calculate the advantage using the reward and the values from the critic.
○ Compute the loss for the actor based on the advantage and update the actor's weights.
3. Training: Repeat the process for multiple epochs to improve the policy and value estimates.
Implementation Example
The following pseudocode illustrates the basic structure of the Advantage Actor-Critic algorithm:
gamma = 0.9
for i in epochs:
state = environment.get_state()
value = critic(state)
policy = actor(state)
action = policy.sample()
next_state, reward = environment.take_action(action)
value_next = critic(next_state)
advantage = reward + (gamma * value_next - value)
loss = -1 * policy.logprob(action) * advantage
minimize(loss)
Training Dynamics
● The actor and critic have an adversarial relationship, where the actor aims to improve its policy
while the critic tries to accurately predict state values.
● This competition can lead to chaotic loss plots, but the overall performance of the agent improves
over time.
Figure: The actor and critic have a bit of an adversarial relationship since the actions that the
agent take affect the loss of the critic, and the critic makes predictions of state values that get
incorporated into the return that affects the training loss of the actor. Hence, the overall loss plot
may look chaotic despite the fact that the agent is indeed increasing in performance.
Key Features:
● Two-Headed Model: A2C can utilize a neural network with two outputs: one for the actor and
one for the critic. This allows shared parameters between the actor and critic for efficiency.
● Asynchronous Updates: In distributed setups, multiple agents interact with the environment,
asynchronously updating the shared model parameters after each episode.
Figure: This is an overview of the architecture for our two-headed actor-critic model. It has two
shared linear layers and a branching point where the output of the first two layers is sent to a
logsoftmax layer of the actor head and also to a ReLU layer of the critic head before finally
passing through a tanh layer, which is an activation function that restricts output between –1 and
1. This model returns a 2-tuple of tensors rather than a single tensor. Notice that the critic head is
detached (indicated by the dotted line), which means we do not backpropagate from the critic
head into the actor head or the beginning of the model. Only the actor backpropagates through
the beginning of the model
Applications: A2C is commonly applied to environments such as CartPole and more complex games in
OpenAI Gym, making it flexible across different levels of complexity.
N-Step Learning: In an extension of A2C called N-step Actor-Critic, the model updates after a
predefined number N of steps rather than waiting for a full episode, balancing the trade-off between
sample efficiency and update frequency.
The Advantage Actor-Critic method is a powerful reinforcement learning technique that effectively
combines the strengths of both policy and value-based approaches. By utilizing both an actor and a critic,
it can learn more efficiently and adaptively in complex environments.
SUBJECT NAME: REINFORCEMENT LEARNING
UNIT-3
The N-step Actor-Critic is a reinforcement learning (RL) extension that modifies the standard actor-critic
model by incorporating updates after a fixed number of steps, N, instead of waiting until the end of an
episode. This allows for more frequent updates and a balance between sample efficiency and variance
reduction.
N-step Learning:
○ N-step learning involves calculating the loss and updating parameters after N steps,
where N can be adjusted based on the specific requirements of the task.
○ If N is set to 1, it represents fully online learning, while a very large N approaches Monte
Carlo learning. The optimal N typically lies somewhere in between, allowing for more
frequent updates without the high variance associated with Monte Carlo methods.
Bootstrapping:
○ Bootstrapping is a technique where the critic uses its own predictions to estimate future
returns. This is particularly useful in N-step learning, as it allows the critic to make more
accurate predictions by incorporating information from multiple steps.
○ Without bootstrapping, the critic relies solely on actual returns, which can lead to high
variance and instability in training.
Critic Model:
○ The introduction of a critic model helps to reduce the variance of policy function updates
by directly modeling the state value. This moderation prevents large swings in parameter
updates that could destabilize learning.
○ The advantage function is used to train the policy based on how much better or worse an
action performed compared to the critic's prediction, rather than on raw returns.
● Bias-Variance Trade-Off: Single-step (1-step) updates are quick but can introduce bias, while
full-episode (Monte Carlo) updates capture all rewards but can have high variance. N-step
learning finds a middle ground by adjusting N based on the task.
● Bootstrapping: With N-step bootstrapping, we estimate future rewards based on both observed
rewards and predicted values from the critic, enhancing stability and reducing variance.
1. Initialize Hyperparameters: Set N, the discount factor γ, and the learning rate.
2. Run Episode for N Steps:
○ Get the current state, predict the action probabilities and state value from the actor and
critic, and store them.
○ Sample an action from the actor’s policy, execute it in the environment, and receive the
next state and reward.
○ Continue for N steps or until the episode ends.
○ If the episode ends before N steps, set the return for that step to zero; otherwise, use the
critic's predicted value for bootstrapping.
3. Calculate Return and Advantage:
○ Compute the return G for the N-step sequence by adding rewards and bootstrapping from
the critic's value.
○ Calculate the advantage A(s,a), which adjusts the return by comparing it with the critic's
baseline.
4. Update Actor and Critic:
○ Actor Loss: Update based on the advantage. lossactor=−log(π(a∣s))⋅A(s,a)
○ Critic Loss: Minimize the squared error between predicted and actual returns.
losscritic=(G−V(s))2Optimize: Minimize the combined loss function.
Example Code for N-Step Learning: The N-step update process primarily modifies the run_episode
function to track N steps and bootstraps from the last state if the episode does not end.
Python Code
def run_episode(env, model, N_steps=10):
state = torch.from_numpy(env.state).float()
values, logprobs, rewards = [], [], []
done = False
G = torch.Tensor([0])
for _ in range(N_steps):
policy, value = model(state)
values.append(value)
action = policy.sample()
logprobs.append(policy.log_prob(action))
● Improved Stability: By blending observed rewards and predictions, N-step learning stabilizes
the critic’s training, leading to smoother learning curves.
● Sample Efficiency: Reduces variance in the training data, allowing the model to converge more
quickly than Monte Carlo updates.
Use Cases: N-step learning is ideal for complex environments, such as high-dimensional games where
faster updates and efficient sample use are necessary for timely convergence and practical
implementation.
N-step actor-critic methods provide a robust framework for reinforcement learning, combining the
benefits of both online learning and Monte Carlo methods. By leveraging bootstrapping and a critic
model, these methods enhance the stability and efficiency of training, making them a valuable tool for
complex problem-solving in reinforcement learning.
SUBJECT NAME: REINFORCEMENT LEARNING
UNIT-3
TOPIC : WORKING WITH OPENAI GYM
Key Features
● Variety of Environments: The Gym contains hundreds of environments (797 in version
0.9.6), ranging from simple tasks to complex challenges that require sophisticated deep
reinforcement learning approaches.
● Common API: A standardized interface for interacting with different environments,
simplifying the process of testing and comparing algorithms.
Environment Categories
OpenAI Gym environments are categorized into several types:
● Algorithms
● Atari games
● Box2D simulations
● Classic control problems
● MuJoCo robotic environments
● Robotics tasks
● Toy text simulations
You can check the full list of supported environments on the OpenAI Gym website or through
Python using:Python code
Figure: A screenshot from the CartPole game environment in OpenAI Gym. There is a cart that
can roll left or right, and on top of it is a pole on a pivot. The goal is to balance the pole upright
on the cart by carefully moving the cart left or right.
Important Methods:
○ Parameters Returned:
■ state: The next state after the action is taken.
■ reward: The reward received at that time step.
■ done: A boolean indicating if the episode has ended.
■ info: A dictionary with diagnostic information (not always used).
OpenAI Gym provides a robust framework for developing and testing reinforcement learning
algorithms. By utilizing its diverse environments, such as CartPole, users can gain valuable
insights into the performance of their models and refine their approaches to solving complex
problems in reinforcement learning.