Chapter 1 highlighted the challenges of applying basic Q-learning and SARSA to problems with vast or continuous state spaces. Storing a Q-value for every possible state-action pair becomes computationally infeasible and prevents generalization to unseen states.
To overcome this scaling issue, we turn to function approximation. This chapter introduces Deep Q-Networks (DQN), a significant development that utilizes deep neural networks to estimate the action-value function, Q(s,a). This allows RL agents to learn effectively in environments with high-dimensional inputs, like images from a game screen.
We will examine how neural networks replace the traditional Q-table and the specific techniques required to make this combination stable and effective. You will learn about:
By completing this chapter, you will understand the operational principles of DQN and gain practical experience by building one for a standard RL environment.
2.1 Introduction to Function Approximation
2.2 Using Neural Networks for Q-Value Approximation
2.3 The DQN Algorithm Architecture
2.4 Experience Replay Mechanism
2.5 Fixed Q-Targets (Target Networks)
2.6 Loss Function for DQN Training
2.7 Hands-on Practical: Implementing DQN for CartPole
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