Practice Components: States (S), Actions (A), Transition probabilities (P), Rewards (R), and Discount factor (γ) - 9.2.2 | 9. Reinforcement Learning and Bandits | Advance Machine Learning
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9.2.2 - Components: States (S), Actions (A), Transition probabilities (P), Rewards (R), and Discount factor (γ)

Learning

Practice Questions

Test your understanding with targeted questions related to the topic.

Question 1

Easy

What do we mean by 'States' in an MDP?

💡 Hint: Think about different positions in a game.

Question 2

Easy

What denotes the chance of transitioning from one state to another?

💡 Hint: Relate it to the dynamics of the game environment.

Practice 4 more questions and get performance evaluation

Interactive Quizzes

Engage in quick quizzes to reinforce what you've learned and check your comprehension.

Question 1

What do 'States' in an MDP refer to?

  • Configurations in the environment
  • Actions the agent can take
  • Feedback received after actions

💡 Hint: Consider different contexts the agent is navigating.

Question 2

True or False: The Discount Factor, γ, helps prioritize immediate rewards over future rewards.

  • True
  • False

💡 Hint: Think about how long-term strategies are valued.

Solve 2 more questions and get performance evaluation

Challenge Problems

Push your limits with challenges.

Question 1

Given a simple MDP with three states and two actions, define potential Transition Probabilities based on the expected behavior of an agent. Explain your reasoning.

💡 Hint: Consider realistic scenarios where actions do not always lead to the preferred outcome.

Question 2

You are tasked with designing an RL system for a self-driving car. Describe how you would set the Rewards and Discount Factor parameters to maximize safe long-term navigation.

💡 Hint: Think about long-term goals like safety and efficiency versus short-term benefits like speed.

Challenge and get performance evaluation