# A Q-Learning example [[q-learning-example]] To better understand Q-Learning, let's take a simple example: Maze-Example - You're a mouse in this tiny maze. You always **start at the same starting point.** - The goal is **to eat the big pile of cheese at the bottom right-hand corner** and avoid the poison. After all, who doesn't like cheese? - The episode ends if we eat the poison, **eat the big pile of cheese**, or if we take more than five steps. - The learning rate is 0.1 - The discount rate (gamma) is 0.99 Maze-Example The reward function goes like this: - **+0:** Going to a state with no cheese in it. - **+1:** Going to a state with a small cheese in it. - **+10:** Going to the state with the big pile of cheese. - **-10:** Going to the state with the poison and thus dying. - **+0** If we take more than five steps. Maze-Example To train our agent to have an optimal policy (so a policy that goes right, right, down), **we will use the Q-Learning algorithm**. ## Step 1: Initialize the Q-table [[step1]] Maze-Example So, for now, **our Q-table is useless**; we need **to train our Q-function using the Q-Learning algorithm.** Let's do it for 2 training timesteps: Training timestep 1: ## Step 2: Choose an action using the Epsilon Greedy Strategy [[step2]] Because epsilon is big (= 1.0), I take a random action. In this case, I go right. Maze-Example ## Step 3: Perform action At, get Rt+1 and St+1 [[step3]] By going right, I get a small cheese, so \\(R_{t+1} = 1\\) and I'm in a new state. Maze-Example ## Step 4: Update Q(St, At) [[step4]] We can now update \\(Q(S_t, A_t)\\) using our formula. Maze-Example Maze-Example Training timestep 2: ## Step 2: Choose an action using the Epsilon Greedy Strategy [[step2-2]] **I take a random action again, since epsilon=0.99 is big**. (Notice we decay epsilon a little bit because, as the training progress, we want less and less exploration). I took the action 'down'. **This is not a good action since it leads me to the poison.** Maze-Example ## Step 3: Perform action At, get Rt+1 and St+1 [[step3-3]] Because I ate poison, **I get \\(R_{t+1} = -10\\), and I die.** Maze-Example ## Step 4: Update Q(St, At) [[step4-4]] Maze-Example Because we're dead, we start a new episode. But what we see here is that, **with two explorations steps, my agent became smarter.** As we continue exploring and exploiting the environment and updating Q-values using the TD target, the **Q-table will give us a better and better approximation. At the end of the training, we'll get an estimate of the optimal Q-function.**