👂 🎴 🕸️
Experiential
learning
''
Unsupervised
learning
''
Supervised
learning
''
Classifiers
&
Machine
Learning
...
Supervised
learning
resembles
a
structured
classroom
environment
''
where
explicit
feedback
is
given
for
each
example
(
e
.
g
.''
a
teacher
correcting
a
student
'
s
answers
).
In
contrast
''
reinforcement
learning
mirrors
experiential
learning
''
where
feedback
comes
as
rewards
or
penalties
after
actions
''
guiding
behavior
toward
long
-
term
goals
.
For
instance
''
a
child
learning
to
ride
a
bike
might
fall
(
penalty
)
or
stay
balanced
(
reward
)''
gradually
improving
through
trial
and
error
.
Conditioning
is
a
learning
process
where
an
individual
forms
associations
between
stimuli
or
behaviors
and
their
outcomes
.
It
can
be
divided
into
two
main
types
:<
br
><
p
class
=
fragment
>
Classical
Conditioning
:
Involves
pairing
a
neutral
stimulus
with
a
meaningful
one
to
elicit
a
similar
response
(
e
.
g
.''
Pavlov
s
dogs
salivating
at
the
sound
of
a
bell
).
p
><
p
class
=
fragment
>
Operant
Conditioning
:
Involves
learning
through
rewards
or
punishments
''
where
behaviors
are
strengthened
or
weakened
based
on
their
consequences
(
e
.
g
.''
Thorndike
s
Law
of
Effect
).
p
>
<
div
>
When
satisfaction
follows
association
''
it
is
more
likely
to
be
repeated
.<
br
>
div
>
<
p
>
Q
-
learning
is
a
model
-
free
reinforcement
learning
algorithm
that
enables
an
agent
to
learn
an
optimal
policy
for
decision
-
making
.
It
works
by
estimating
the
<
strong
>
Q
-
values
strong
>
(
action
-
value
function
)''
which
represent
the
expected
cumulative
reward
for
taking
an
action
in
a
given
state
and
following
the
best
future
actions
.
The
agent
updates
Q
-
values
iteratively
using
the
formula
:
p
><
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=
https
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.
com
/
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/>
In
machines
''
reinforcement
learning
(
RL
)
is
implemented
using
an
agent
-
environment
framework
.
The
agent
interacts
with
an
environment
by
taking
actions
based
on
a
policy
(
a
strategy
for
decision
-
making
).
The
environment
provides
feedback
in
the
form
of
rewards
or
penalties
''
guiding
the
agent
to
improve
its
actions
.
Key
components
include
a
reward
function
to
evaluate
outcomes
''
a
value
function
to
estimate
long
-
term
benefits
of
actions
''
and
exploration
strategies
to
balance
learning
new
behaviors
versus
exploiting
known
rewards
.
DRL
is
a
type
of
machine
learning
where
an
agent
learns
to
make
decisions
by
trial
and
error
''
guided
by
rewards
or
penalties
''
using
deep
neural
networks
.
Unlike
traditional
methods
''
which
struggle
with
complex
environments
''
DRL
allows
machines
to
learn
directly
from
raw
data
''
like
images
or
game
screens
.
The
neural
network
helps
the
agent
recognize
patterns
and
improve
its
decisions
over
time
.
DRL
has
achieved
impressive
results
in
tasks
like
playing
video
games
(
e
.
g
.''
Atari
''
AlphaGo
)''
controlling
robots
''
and
developing
self
-
driving
cars
''
making
it
a
powerful
tool
for
solving
real
-
world
problems
involving
sequential
decision
-
making
In
2016
''
AlphaGo
stunned
the
world
by
defeating
Go
champion
Lee
Sedol
''
proving
that
AI
could
outthink
humans
in
one
of
the
most
complex
games
ever
.
Using
deep
learning
and
Monte
Carlo
Tree
Search
''
it
played
moves
no
human
dared
showcasing
creativity
''
brilliance
''
and
the
unsettling
realization
that
humanity
might
be
screwed
.<
br
>
Cells
that
fire
together
''
wire
together
.
When
two
neurons
in
the
brain
activate
at
the
same
time
repeatedly
''
their
connection
strengthens
.
This
makes
it
easier
and
<
strong
>
more
probable
strong
>
for
one
to
trigger
the
other
in
the
future
.
Imagine
practicing
a
particular
brushstroke
over
and
over
.
Each
time
''
your
hand
and
brain
coordinate
''
and
with
practice
''
the
connection
becomes
stronger
and
the
stroke
becomes
smoother
.
Similarly
''
Hebb
s
law
underpins
how
practice
makes
perfect
.
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