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Glossary
Every term from the course in one or two sentences, in alphabetical order. Each entry points to the chapter that explains it properly.
A
Action. A choice the agent can make at a given moment, such as "push left". See MDPs.
Actor-critic. A policy method that also learns a value function (the critic) to judge how good the actor's moves were, which cuts the noise in the updates. See Policy gradients.
Advantage. How much better an action's return was than usual: the return minus a baseline. See Policy gradients.
Agent. The learner that observes, acts and receives rewards. See Welcome.
B
Backpropagation. The chain rule applied layer by layer to find how the error changes with every weight of a network. See Neural networks.
Baseline. A typical reward or return, subtracted from the actual one so that updates reflect "better or worse than usual". It leaves the average update unchanged and reduces noise. See Policy gradients.
Bellman equation. The statement that the value of a state equals the immediate reward plus the discounted value of what follows, averaged over the possible outcomes. See Value functions.
Bootstrapping. Updating an estimate using another estimate, as TD learning does, rather than waiting for the final outcome. See TD learning.
C
Contraction. A step that always brings any two value tables closer together. It is why value iteration is guaranteed to converge. See Dynamic programming.
D
Discount factor (γ). A number between 0 and 1 saying how much a reward one step later is worth compared with a reward now. See MDPs.
DQN. Deep Q-network: Q-learning with a neural network in place of the table, made stable by a replay buffer and a target network. See DQN.
Dynamic programming. Computing values by sweeping through all states using the Bellman equations, when the rules of the world are known. See Dynamic programming.
E
Elo rating. A number per player, updated after each game by the gap between the actual and the expected score. See Multi-agent RL.
Episode. One run from a start to an end, such as one game. See MDPs.
Epsilon-greedy. With probability ε pick a random action, otherwise pick the best-looking one. See Bandits.
Exploration and exploitation. Trying things to learn more, against using what you already know to score now. See Bandits.
Expected value. The probability-weighted average of the possible outcomes. See Maths toolkit.
F
Function approximation. Representing values with a formula with adjustable numbers instead of a table, so that similar states share what is learned. See Function approximation.
G
Gradient descent. Repeatedly stepping against the slope of an error to make it smaller. See Function approximation.
Greedy. Always choosing the action that currently looks best. See Bandits.
L
Learning rate (step size, α). How far one update moves an estimate or a weight. See TD learning.
Log-derivative trick. The identity that turns the slope of an expected reward into an average of reward times the slope of the log-probability. See Policy gradients.
M
Markov decision process (MDP). The standard model: states, actions, transition probabilities, rewards and a discount factor. See MDPs.
Monte Carlo method. Estimating values by averaging the returns of complete episodes. See Monte Carlo.
N
Nash equilibrium. A set of strategies where no player gains by changing alone. See Multi-agent RL.
Non-stationarity. The rules a learner faces change over time, for example because other players are learning too. See Multi-agent RL.
O
Off-policy. Learning about one policy (the best one) while following another (an exploring one). Q-learning is off-policy. See TD learning.
On-policy. Learning about the policy you are actually following. SARSA is on-policy. See TD learning.
P
Policy (π). The agent's way of choosing actions: for each state, a rule or a probability of each action. See MDPs.
Policy gradient. Adjusting a policy's parameters directly in the direction that raises expected reward. See Policy gradients.
Policy iteration. Alternate between evaluating the current policy and improving it, until it stops changing. See Dynamic programming.
Q
Q-function (action value). How good it is to take action a in state s and then follow a given policy. See Value functions.
Q-learning. Update Q toward the reward plus the discounted best Q-value of the next state. See TD learning.
R
REINFORCE. The basic policy-gradient algorithm: play an episode, then nudge each action's probability by its advantage. See Policy gradients.
Replay buffer. A memory of recent experience from which random batches are drawn for training, which breaks up correlated data. See DQN.
Return. The total of the (discounted) rewards from a moment onward. See MDPs.
Reward. The number the environment gives after each step, saying how well things are going. See Welcome.
S
SARSA. On-policy TD control: update Q toward the reward plus the discounted Q-value of the action actually taken next. See TD learning.
Self-play. Training against copies of yourself. See Multi-agent RL.
Softmax. The function that turns a list of scores into probabilities that are positive and add up to one. See Policy gradients.
State. What the agent knows about the situation at a given moment. See MDPs.
T
Target network. A frozen, occasionally updated copy of the Q-network used to compute training targets, so they hold still. See DQN.
Temporal-difference (TD) learning. Updating a value after every step, using the reward and the estimate of the next state. See TD learning.
Transition. The move from one state to the next after an action, possibly random. See MDPs.
U
UCB. Upper confidence bound: pick the action whose estimate plus an uncertainty bonus is highest. See Bandits.
V
Value function (V). How good it is to be in a state, as the expected return when following a given policy. See Value functions.
Value iteration. Repeatedly replace each state's value by the best one-step lookahead, until nothing changes. See Dynamic programming.