Reinforcement learning
In short: In reinforcement learning an agent tries actions in an environment, receives rewards or penalties and learns to maximise the sum of rewards.
In more detail: There are no ready-made correct answers, only feedback after acting. The agent must weigh trying things out (exploration) against exploiting what it knows (exploitation).
In detail
- Terms: state, action, reward, policy (strategy), value function.
- Q-learning: learns how good each action is in each state (Q-table). With neural networks: Deep Q-Network (DQN), played Atari.
- Policy gradient: the strategy is learned directly as a network and improved using the reward (REINFORCE, PPO).
- PPO (Proximal Policy Optimization): stable method with limited change per step, often used for RLHF.
- Successes: AlphaGo/AlphaZero (board games), robotics, data-centre cooling, fusion plasma control.
- Problems: many trials needed, formulating the reward correctly (reward hacking: the agent finds loopholes).
- Language models: see RLHF and preference optimisation and Reasoning models and chain of thought.
See also: Kinds of learning: supervised, unsupervised, reinforcement, RLHF and preference optimisation