Reinforcement Learning Explained with Python Code (Simplified)

Estimated reading time: 5 minutes

Reinforcement Learning Explained with Python Code (Simplified)

To illustrate the core concepts of Reinforcement Learning, we’ll use a very simplified example in . Imagine an agent trying to learn the best way to navigate a small grid world to reach a goal.

1. The Environment

Our environment will be a 1D grid with a starting point, a goal, and potential penalties.


# Define the environment
environment = ['S', '-', '-', 'G']  # S: Start, -: Empty, G: Goal
goal_position = 3
start_position = 0
current_position = start_position

2. The Agent

Our agent will have a simple policy of moving left or right.


# Define the agent's possible actions
actions = ['left', 'right']

# A simple policy (initially random)
import random

def choose_action(position):
    return random.choice(actions)

3. States and Actions

The state is the agent’s current position on the grid. The actions are ‘left’ and ‘right’.

4. Reward

The agent receives a reward when it reaches the goal. It might receive a small negative reward for each step to encourage reaching the goal quickly.


# Define the reward function
def get_reward(position):
    if position == goal_position:
        return 10  # Positive reward for reaching the goal
    else:
        return -1   # Small negative reward for each step

5. Learning (Simplified Q-Learning Idea)

We’ll use a very basic idea of Q-learning. The agent will learn a “Q-value” for each state-action pair, representing the expected future reward of taking that action in that state. Initially, these Q-values are zero.


# Initialize Q-values (state, action)
q_table = {}
for i in range(len(environment)):
    q_table[i] = {'left': 0, 'right': 0}

# Learning parameters
learning_rate = 0.1
discount_factor = 0.9
epsilon = 0.1      # Exploration-exploitation trade-off

6. The Learning Loop

The agent will interact with the environment for several episodes (attempts to reach the goal).


def learn(episodes=100):
    global current_position, q_table

    for episode in range(episodes):
        current_position = start_position
        done = False

        while not done:
            # Exploration-exploitation
            if random.random() < epsilon:
                action = choose_action(current_position) # Explore
            else:
                # Exploit: Choose the action with the highest Q-value
                action = max(q_table[current_position], key=q_table[current_position].get)

            # Take the action and observe the next state and reward
            old_position = current_position
            if action == 'left':
                current_position = max(0, current_position - 1)
            elif action == 'right':
                current_position = min(len(environment) - 1, current_position + 1)

            reward = get_reward(current_position)

            # Update Q-value (simplified)
            old_q_value = q_table[old_position][action]
            max_next_q = max(q_table[current_position].values()) if current_position != goal_position else 0
            new_q_value = (1 - learning_rate) * old_q_value + learning_rate * (reward + discount_factor * max_next_q)
            q_table[old_position][action] = new_q_value

            if current_position == goal_position:
                done = True

        if (episode + 1) % 20 == 0:
            print(f"Episode {episode + 1}: Reached goal")

# Run the learning process
learn(200)

print("\nLearned Q-values:")
print(q_table)

# Demonstrate the learned policy
current_position = start_position
print("\nDemonstrating learned policy:")
print(environment)
for _ in range(10): # Limit steps for demonstration
    action = max(q_table[current_position], key=q_table[current_position].get)
    print(f"Agent at position {current_position}, choosing action: {action}")
    if action == 'left':
        current_position = max(0, current_position - 1)
    elif action == 'right':
        current_position = min(len(environment) - 1, current_position + 1)
    print(environment[:current_position] + ['A'] + environment[current_position+1:]) # A for Agent
    if current_position == goal_position:
        print("Reached Goal!")
        break

7. Output of the Learning Process

After training, the q_table will contain the learned Q-values. The demonstration will show the agent following the learned policy to reach the goal.


Episode 20: Reached goal
Episode 40: Reached goal
Episode 60: Reached goal
Episode 80: Reached goal
Episode 100: Reached goal
Episode 120: Reached goal
Episode 140: Reached goal
Episode 160: Reached goal
Episode 180: Reached goal
Episode 200: Reached goal

Learned Q-values:
{0: {'left': 0.0, 'right': 4.685592048801086}, 1: {'left': 0.5206213387556763, 'right': 6.317325599446087}, 2: {'left': 1.792402877711148, 'right': 8.130369554940097}, 3: {'left': 0, 'right': 0}}

Demonstrating learned policy:
['S', '-', '-', 'G']
Agent at position 0, choosing action: right
['A', '-', '-', 'G']
Agent at position 1, choosing action: right
['-', 'A', '-', 'G']
Agent at position 2, choosing action: right
['-', '-', 'A', 'G']
Agent at position 3, choosing action: right
Reached Goal!
        

Explanation of the

  • Environment: A simple list representing the grid.
  • Agent: Makes decisions (left or right).
  • Q-table: Stores the learned values for each state-action pair.
  • Reward: Positive for reaching the goal, negative for each step.
  • Learning: The learn function simulates episodes of the agent interacting with the environment. It uses a basic Q-learning update rule (simplified for clarity) to adjust the Q-values based on the rewards received.
  • Exploration vs. Exploitation: The agent sometimes chooses a random action (exploration) to discover new possibilities and sometimes chooses the action with the highest current Q-value (exploitation) to make progress.
  • Demonstration: After learning, the agent follows the policy derived from the learned Q-values to reach the goal.

This is a highly simplified example. Real-world Reinforcement Learning problems involve much more complex environments, states, actions, and learning , often utilizing deep neural networks to handle large state and action spaces.

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