What is Reinforcement Learning? Types, Algorithms & Example

⚡ Smart Summary

Reinforcement Learning is a machine learning method in which a software agent learns by acting inside an environment, collecting rewards or penalties, and adjusting its behaviour to maximise cumulative reward over many steps.

  • 🔘 Core loop: An agent observes a state, takes an action, receives a reward, and lands in a new state.
  • ☑️ Three approaches: Value-based, policy-based and model-based methods differ in what the agent actually learns.
  • Two learning models: Markov Decision Processes frame the problem; Q-learning solves it from experience.
  • 🧪 Not supervised: No labelled answers exist, only a delayed reward signal the agent must attribute to earlier actions.
  • 🛠️ Where it fits: Robotics, game playing, aircraft control, adaptive tutoring and business strategy planning.
  • ⚙️ Known costs: Training is compute-heavy, reward design is delicate, and real environments are noisy and non-stationary.

Reinforcement Learning: algorithms, types and examples

What is Reinforcement Learning?

Reinforcement Learning is a Machine Learning method concerned with how software agents should take actions in an environment. The agent is not shown correct answers; it learns from the reward it receives and adjusts its behaviour to maximise the cumulative reward.

Reinforcement Learning is a branch of machine learning in its own right, alongside supervised and unsupervised learning. When the agent’s policy or value function is represented by a neural network, the combination is called deep reinforcement learning — that pairing is what lets an agent attain a complex objective or maximise a specific dimension over many steps.

Important Components of the Reinforcement Learning Method

Before the algorithms make sense, it helps to name the pieces. The diagram below shows how the agent, the environment, the action and the reward signal fit together in one loop.

Reinforcement learning loop connecting agent, action, environment, state and reward

Here are some important terms used in Reinforcement Learning:

  • Agent: The entity which performs actions in an environment to gain some reward.
  • Environment (e): A scenario that an agent has to face.
  • Reward (R): An immediate return given to an agent when it performs a specific action or task.
  • State (s): State refers to the current situation returned by the environment.
  • Policy (π): The strategy applied by the agent to decide the next action based on the current state.
  • Value (V): The expected long-term return with discount, as compared to the short-term reward.
  • Value Function: It specifies the value of a state, that is, the total amount of reward an agent can expect to accumulate starting from that state.
  • Model of the environment: This mimics the behaviour of the environment. It lets you make inferences and also determine how the environment will behave.
  • Model-based methods: Methods that solve reinforcement learning problems by first learning or using a model of the environment, then planning against it.
  • Q value or action value (Q): Q value is quite similar to value. The only difference between the two is that it takes an additional parameter, the current action.

How Reinforcement Learning works?

An everyday analogy makes the mechanism clear before any notation appears.

Consider the scenario of teaching new tricks to your cat.

  • As the cat does not understand English or any other human language, we cannot tell her directly what to do. Instead, we follow a different strategy.
  • We emulate a situation, and the cat tries to respond in many different ways. If the cat’s response is the desired one, we give her fish.
  • Now whenever the cat is exposed to the same situation, she performs a similar action even more enthusiastically, in expectation of getting more reward (food).
  • That is the learning the cat gets about “what to do” from positive experiences.
  • At the same time, the cat also learns what not to do when faced with negative experiences.

Example of Reinforcement Learning

The figure below maps that cat story onto the formal loop, with the household as the environment and the fish as the reward.

Cat and owner example mapped onto the reinforcement learning agent-environment loop
How Reinforcement Learning works

In this case,

  • Your cat is an agent that is exposed to the environment. In this case, it is your house. An example of a state could be your cat sitting, and you using a specific word to make the cat walk.
  • Our agent reacts by performing an action transition from one “state” to another “state.”
  • For example, your cat goes from sitting to walking.
  • The reaction of an agent is an action, and the policy is a method of selecting an action given a state in expectation of better outcomes.
  • After the transition, the agent may get a reward or penalty in return.

Reinforcement Learning Algorithms

There are three approaches to implementing a Reinforcement Learning algorithm, and they differ mainly in what the agent stores and learns.

Value-Based

In a value-based Reinforcement Learning method, you try to maximise a value function V(s). In this method, the agent expects a long-term return of the current states under policy π.

Policy-based

In a policy-based RL method, you try to come up with a policy such that the action performed in every state helps you gain maximum reward in the future.

Two types of policy-based methods are:

  • Deterministic: For any state, the same action is produced by the policy π.
  • Stochastic: Every action has a certain probability, given by the following equation.

Stochastic policy:

π(a|s) = P[At = a | St = s]

Model-Based

In this Reinforcement Learning method, you create a virtual model for each environment. The agent learns to perform in that specific environment.

Characteristics of Reinforcement Learning

Here are important characteristics of reinforcement learning:

  • There is no supervisor, only a real number or reward signal
  • Sequential decision making
  • Time plays a crucial role in Reinforcement problems
  • Feedback is often delayed rather than instantaneous
  • Agent’s actions determine the subsequent data it receives

Types of Reinforcement Learning

The word “reinforcement” is borrowed from behavioural psychology, and it comes in two forms:

Positive:

It is defined as an event that occurs because of a specific behaviour. It increases the strength and the frequency of the behaviour and impacts positively on the action taken by the agent.

This type of reinforcement helps you maximise performance and sustain change for a more extended period. However, too much reinforcement may lead to over-optimisation of state, which can affect the results.

Negative:

Negative reinforcement is defined as the strengthening of behaviour that occurs because of a negative condition which should have been stopped or avoided. It helps you define the minimum standard of performance. However, the drawback of this method is that it provides only enough to meet the minimum behaviour.

Learning Models of Reinforcement

There are two important learning models in reinforcement learning:

  • Markov Decision Process
  • Q learning

Markov Decision Process

The following parameters are used to get a solution:

  • Set of actions – A
  • Set of states – S
  • Reward – R
  • Policy – π
  • Value – V

The mathematical approach for mapping a solution in Reinforcement Learning is formalised as a Markov Decision Process, or MDP. The schematic below shows those five parameters wired into the same agent-environment cycle.

Markov Decision Process schematic with states, actions, reward and policy

Q-Learning

Q learning is a value-based method of supplying information that tells an agent which action to take.

Let’s understand this method with the following example:

  • There are five rooms in a building which are connected by doors.
  • Each room is numbered 0 to 4
  • The outside of the building can be treated as one big outside area (5)
  • Doors number 1 and 4 lead into the building from room 5

The floor plan below numbers those rooms and shows which doors connect them.

Five-room building floor plan with numbered rooms and the outside area 5

Next, you need to associate a reward value with each door:

  • Doors which lead directly to the goal have a reward of 100
  • Doors that are not directly connected to the target room give zero reward
  • As doors are two-way, two arrows are assigned for each room
  • Every arrow in the image above carries an instant reward value

Explanation: in this image, each room represents a state, and the agent’s movement from one room to another represents an action.

In the graph below, a state is drawn as a node while the arrows show the available actions and the reward attached to each of them.

State graph of the five rooms with reward values of 0 and 100 on each transition

For example, an agent traverses from room number 2 to 5:

  • Initial state = state 2
  • State 2-> state 3
  • State 3 -> state (2,1,4)
  • State 4-> state (0,5,3)
  • State 1-> state (5,3)
  • State 0-> state 4

Reinforcement Learning vs. Supervised Learning

The clearest way to place Reinforcement Learning is to set it beside the paradigm most readers already know.

Parameters Reinforcement Learning Supervised Learning
Decision style Reinforcement Learning helps you take your decisions sequentially. In this method, a decision is made on the input given at the beginning.
Works on Works by interacting with the environment. Works on examples or given sample data.
Dependency on decision In the RL method, each learning decision depends on the ones before it, so the whole sequence of decisions is what gets evaluated. In supervised learning the decisions are independent of each other, so a label is given for every decision.
Best suited Supports and works better in AI, where human interaction is prevalent. It is mostly operated with an interactive software system or applications.
Example Chess game Object recognition

Applications of Reinforcement Learning

Here are applications of Reinforcement Learning:

  • Robotics for industrial automation.
  • Business strategy planning
  • Machine learning and data processing
  • It helps you create training systems that provide custom instruction and materials according to the requirements of students.
  • Aircraft control and robot motion control

Why use Reinforcement Learning?

Here are prime reasons for using Reinforcement Learning:

  • It helps you find which situation needs an action
  • Helps you discover which action yields the highest reward over the longer period
  • Reinforcement Learning also provides the learning agent with a reward function
  • It also allows the agent to figure out the best method for obtaining large rewards

When Not to Use Reinforcement Learning?

You cannot apply a reinforcement learning model in every situation. Here are some conditions in which you should not use one.

  • When you have enough labelled data to solve the problem with a supervised learning method
  • Reinforcement Learning is computing-heavy and time-consuming, in particular when the action space is large

Challenges of Reinforcement Learning

Here are the major challenges you will face while doing Reinforcement Learning:

  • Feature and reward design, which can be very involved
  • Parameters may affect the speed of learning.
  • Realistic environments can have partial observability.
  • Too much reinforcement may lead to an overload of states, which can diminish the results.
  • Realistic environments can be non-stationary.

FAQs

Exploitation repeats the action currently believed best; exploration tries something else to discover a better one. Epsilon-greedy handles this by acting randomly with probability ε and greedily otherwise, then decaying ε as experience accumulates.

Gamma weights future rewards against immediate ones. A value near 0 makes the agent short-sighted and greedy for instant reward; a value near 1 makes it patient enough to accept a small loss now for a larger payoff later.

Q-learning is off-policy: it updates towards the best possible next action regardless of what the agent actually did. SARSA is on-policy and updates towards the action it really took, which makes it more cautious near risky states.

A Deep Q-Network replaces the Q-table with a neural network, so states never seen in training can still be scored. Experience replay and a separate target network are added to keep the training signal stable.

Model-free agents such as Q-learning learn purely from sampled experience. Model-based agents first build a model of the environment’s dynamics and plan against it, which needs far fewer real interactions but suffers whenever the model is wrong.

Reinforcement learning from human feedback trains a reward model on human preference rankings, then tunes the language model against that reward. It is why assistants built on deep learning follow instructions rather than merely predicting text.

GitHub Copilot is good at the boilerplate: environment wrappers, replay buffers, training loops and plots. Reward shaping and hyperparameter choices still need judgement, because a silently wrong reward produces an agent that trains happily and behaves badly.

Gymnasium supplies the standard practice environments, Stable-Baselines3 supplies tested algorithm implementations, and TensorFlow or PyTorch supply the networks. Start with a tabular grid world before reaching for any of them.

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