Explore the core concepts and essential terms behind Deep Q-Networks (DQN), a foundational algorithm in deep reinforcement learning. This quiz covers DQN principles, such as experience replay, target networks, action selection, and practical examples to reinforce your understanding.
What is the main purpose of using a Deep Q-Network in reinforcement learning tasks such as playing video games or robotic control?
Explanation: A Deep Q-Network is specifically designed to approximate the optimal action-value function, allowing the agent to estimate how good a given action is in a particular state. Generating random actions does not take advantage of learning from past experiences. DQNs are not used for image classification or optimizing supervised learning losses, which are tasks found in other machine learning domains.
Why is experience replay used in Deep Q-Networks for tasks like balancing a cart-pole system?
Explanation: Experience replay stores and samples previous experiences to break the temporal correlations often present in sequential experiences, leading to more stable and effective training. Remembering only the most recent action disregards valuable learning information. Acting randomly does not leverage learning from experience, and deleting old data immediately would prevent learning from diverse experiences.
What is the role of a target network in the DQN algorithm, especially when training on complex environments?
Explanation: The target network in DQN is periodically updated and used to provide stable Q-value targets, which improves the stability of training. Shuffling action sequences is unrelated to network training. Adjusting the learning rate or managing redundant states are not the primary purposes of the target network.
In Deep Q-Networks, why is the epsilon-greedy strategy used for selecting actions during training?
Explanation: The epsilon-greedy policy encourages exploration with probability epsilon, allowing the agent to sometimes select random actions, while mostly exploiting the best-known actions. Always picking the highest-value action would limit learning from diverse states. Pure random selection ignores learning, and using supervised labels is not relevant to reinforcement learning.
What does the output of a Deep Q-Network represent for a given input state vector?
Explanation: A DQN outputs estimated Q-values for every possible action the agent can take in a given state, which guide action selection. Predicting class probabilities is characteristic of classification tasks. Outputting the agent’s position or the sum of rewards does not align with the DQN’s functionality.
How is the Bellman equation utilized in training Deep Q-Networks during learning episodes?
Explanation: The Bellman equation provides a recursive relationship to update Q-value estimates by considering immediate rewards and the estimated value of future states. Transition probabilities may be used in some reinforcement learning approaches but are not the primary focus. Neural network weights and data generation are not directly related to the Bellman equation’s use in DQNs.
Which problem can occur when the same network is used to select and evaluate actions in a DQN, especially without a target network?
Explanation: Using the same network for selection and evaluation can lead to overoptimistic Q-value estimates due to maximization bias, especially in noisy environments. Underfitting refers to poor learning or model complexity, not specific to this mechanism. High memory usage or guaranteeing optimality are not direct consequences of action evaluation with the same network.
What essential property of the environment is usually assumed in Deep Q-Networks, making it suitable for MDPs?
Explanation: Markov Decision Processes assume the Markov property, where the next state depends solely on the current state and action, fitting the DQN learning structure. Completely unpredictable transitions or fixed action results do not align with typical MDPs. Reliance on supervised labels is not relevant to reinforcement learning or DQNs.
Which elements are typically stored in one entry of the experience replay memory in a DQN?
Explanation: Experience replay entries usually consist of the current state, action, received reward, resulting next state, and a done flag to indicate episode termination. Scores and future predictions are not part of individual experiences. Storing network weights or unrelated training parameters does not align with experience replay.
In Deep Q-Networks applied to environments like maze navigation, what is usually provided as the input to the neural network?
Explanation: DQNs require a suitable representation of the current environment state, such as a position in a maze or an image of a game screen, as input. Past action lists, random noise, or previous rewards do not provide the required context for the DQN to determine optimal actions.