Unit 5 - Practice Quiz

INT423 50 Questions
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1 What type of Reinforcement Learning algorithm is Q-Learning?

A. Model-based, Off-policy
B. Model-free, On-policy
C. Model-free, Off-policy
D. Model-based, On-policy

2 In Q-Learning, what does the 'Q' specifically represent?

A. Quality
B. Query
C. Queue
D. Quantity

3 What is the primary data structure used in basic tabular Q-Learning?

A. A Graph
B. A Q-Table
C. A Decision Tree
D. A Neural Network

4 Which equation is used to update the Q-values in Q-Learning?

A. Bellman Equation
B. Maxwell's Equation
C. Euler's Equation
D. Schrodinger Equation

5 In the Q-learning update rule, what is the role of the learning rate (alpha)?

A. It determines the importance of future rewards.
B. It determines the probability of exploring a random action.
C. It controls how much the new information overrides the old information.
D. It calculates the total cumulative reward.

6 What is the purpose of the discount factor (gamma) in Q-Learning?

A. To determine the exploration rate
B. To balance immediate and future rewards
C. To set the learning speed
D. To initialize the Q-table

7 If the discount factor (gamma) is set to 0, what will the agent optimize for?

A. The average reward over time
B. Only the immediate reward
C. Random rewards
D. Long-term cumulative reward

8 What is the 'Temporal Difference (TD) Error' in the context of Q-Learning?

A. The difference between the target Q-value and the current predicted Q-value
B. The time it takes to converge
C. The difference between the current Q-value and the previous Q-value
D. The error in the reward function

9 What is the Epsilon-Greedy strategy used for?

A. To store experiences in replay memory
B. To update the weights of the network
C. To balance exploration and exploitation
D. To calculate the loss function

10 In an Epsilon-Greedy strategy, what happens if epsilon is 1?

A. The agent always chooses the action with the highest Q-value.
B. The agent alternates between best and random actions.
C. The agent stops learning.
D. The agent always chooses a random action.

11 What is the typical behavior of epsilon during the training process in Deep Q-Learning?

A. It starts low and increases over time.
B. It fluctuates randomly.
C. It remains constant throughout training.
D. It starts high and decays over time.

12 Why does tabular Q-Learning fail in environments like Atari games or Robotics?

A. The rewards are not defined.
B. Q-learning cannot handle discrete actions.
C. The state space is too large (Curse of Dimensionality).
D. The math does not apply to games.

13 What replaces the Q-Table in a Deep Q-Network (DQN)?

A. A larger Q-Table
B. A Linear Regression model
C. A Deep Neural Network
D. A Genetic Algorithm

14 What is the input to the neural network in a standard DQN for playing video games?

A. The current score
B. The Q-value
C. The raw pixels of the game screen (state)
D. The action to be taken

15 What is the output layer size of a DQN used for an environment with 'N' discrete actions?

A. N (One Q-value for each action)
B. 1 (The best action)
C. 1 (The value of the state)
D. N x N

16 What is 'Experience Replay' in DQN?

A. Using the target network to replay actions.
B. Replaying the game after winning.
C. Storing past transitions (s, a, r, s') in a buffer and sampling minibatches for training.
D. Running the same episode multiple times.

17 What is the primary benefit of using Experience Replay?

A. It increases the epsilon value.
B. It breaks the correlation between consecutive samples and stabilizes training.
C. It removes the need for a target network.
D. It guarantees finding the global minimum.

18 In the context of DQN, what is the 'Target Network'?

A. The network that selects the action.
B. The network used during the testing phase only.
C. The network that predicts the reward.
D. A copy of the main network with frozen weights used to calculate target Q-values.

19 Why is a Target Network necessary in DQN?

A. To prevent the 'chasing your own tail' instability where target values shift constantly.
B. To speed up the backpropagation process.
C. To increase the exploration rate.
D. To handle continuous action spaces.

20 How are weights usually updated in the Target Network?

A. Randomly initialized every step.
B. Updated using a different loss function.
C. Copied from the main network every fixed number of steps.
D. Continuous backpropagation along with the main network.

21 What is the loss function typically used in DQN?

A. Kullback-Leibler Divergence
B. Mean Squared Error (MSE) between predicted Q and target Q
C. Hinge Loss
D. Cross-Entropy Loss

22 What main issue does 'Double DQN' address?

A. Slow convergence speed
B. Overestimation of Q-values
C. Underestimation of Q-values
D. High memory usage

23 In standard DQN, how is the target value calculated (ignoring reward and gamma)?

A. max_a Q(s', a; target_weights)
B. Q(s', argmax_a Q(s', a; main_weights); target_weights)
C. Minimum of Q-values
D. Average of Q-values

24 How does Double DQN calculate the target Q-value?

A. It uses two totally independent networks trained on different data.
B. It doubles the reward.
C. It uses the Main network to select the best action and the Target network to evaluate its value.
D. It uses the Target network to select the action and the Main network to evaluate it.

25 What is the architectural change in Dueling DQN compared to standard DQN?

A. It uses Recurrent Neural Networks.
B. It removes the convolutional layers.
C. It uses two separate neural networks for two different agents.
D. It splits the network into two streams: Value stream and Advantage stream.

26 In Dueling DQN, what does the Value function V(s) estimate?

A. How good it is to be in a particular state, regardless of the action taken.
B. The total error.
C. How good a specific action is compared to others.
D. The immediate reward.

27 In Dueling DQN, what does the Advantage function A(s, a) estimate?

A. How much better taking action 'a' is compared to the average action in state 's'.
B. The value of the state.
C. The probability of winning.
D. The importance of the state.

28 How are the Value and Advantage streams combined in Dueling DQN to get Q-values?

A. Aggregation (Summation with normalization)
B. Multiplication
C. Convolution
D. Concatenation

29 What is the main benefit of Dueling DQN?

A. It allows the agent to learn which states are valuable without having to learn the effect of every action.
B. It eliminates the need for Experience Replay.
C. It works without rewards.
D. It is computationally cheaper than standard DQN.

30 Which of the following is true about 'Off-policy' learning in Q-learning?

A. The agent learns the value of the optimal policy regardless of the current actions taken.
B. The agent learns the value of the policy it is currently executing.
C. It requires a model of the environment.
D. It cannot use Experience Replay.

31 What represents the 'State' in a Reinforcement Learning framework?

A. The feedback from the environment.
B. The move made by the agent.
C. The current situation or configuration of the environment.
D. The decision maker.

32 In the Bellman optimality equation, what does 'max_a Q(s', a)' represent?

A. The value of the best action available in the next state.
B. The average value of the next state.
C. The worst possible future outcome.
D. The immediate reward.

33 If an agent reaches a terminal state, what is the Target Q-value?

A. The immediate reward (r) only.
B. Reward + gamma * max Q.
C. Zero.
D. Infinity.

34 Which of the following creates a 'Moving Target' problem in naive Deep Q-Learning?

A. Using a replay buffer.
B. Using a fixed target network.
C. Using a small learning rate.
D. Using the same network to calculate both predicted value and target value.

35 What is 'Catastrophic Forgetting' in the context of RL?

A. The agent forgets the goal.
B. The replay buffer gets deleted.
C. The gradients vanish.
D. The agent forgets previously learned knowledge when training on new dissimilar experiences.

36 In Q-Learning, convergence to the optimal Q-values is guaranteed if:

A. The neural network is deep enough.
B. Epsilon is kept at 1.0.
C. The discount factor is 1.
D. All state-action pairs are visited infinitely often and learning rate decays appropriately.

37 Which component of the tuple (S, A, R, S') is NOT known before the agent takes an action?

A. None of the above
B. S (Current State)
C. R and S' (Reward and Next State)
D. A (Action chosen)

38 In Double DQN, the update equation replaces the target 'Y' with:

A. R + gamma * V(s')
B. R + gamma * Q_target(s', argmax Q_main(s', a))
C. R + gamma * Q_main(s', argmax Q_target(s', a))
D. R + gamma * max Q_target(s', a)

39 What is the primary motivation for 'Prioritized Experience Replay'?

A. To ensure random sampling.
B. To replay recent experiences first.
C. To save memory.
D. To replay experiences where the agent had a high TD error (learned the most).

40 When preprocessing images for DQN (e.g., Atari), what is a common technique?

A. Converting to grayscale and resizing.
B. Inverting colors.
C. Increasing resolution to 4K.
D. Adding noise.

41 In Dueling DQN, the aggregation layer usually subtracts the mean of the Advantage values. Why?

A. To make the values positive.
B. It is a requirement of the activation function.
C. For numerical stability and identifiability.
D. To reduce the size of the output.

42 What is an 'Episode' in Reinforcement Learning?

A. One step of training.
B. A single update of the Q-table.
C. A sequence of states, actions, and rewards from start to a terminal state.
D. The entire training process.

43 Which activation function is commonly used in the hidden layers of a Deep Q-Network?

A. ReLU (Rectified Linear Unit)
B. Step function
C. Sigmoid
D. Softmax

44 Why is the Softmax function generally NOT used in the output layer of a DQN?

A. It is too slow.
B. It is not differentiable.
C. DQN outputs Q-values (regression), not probabilities (classification).
D. It cannot handle negative numbers.

45 In the context of RL, what is 'Exploitation'?

A. Selecting the action currently believed to be optimal.
B. Increasing the discount factor.
C. Trying new actions to gather information.
D. Stopping the training early.

46 What is 'Frame Stacking' in DQN for Atari games?

A. Stacking rewards.
B. Stacking consecutive frames to capture motion/velocity.
C. Stacking Q-tables on top of each other.
D. Stacking multiple neural networks.

47 What optimization algorithm is typically used to train the DQN weights?

A. Principal Component Analysis
B. Gradient Descent (e.g., RMSProp or Adam)
C. Genetic Algorithms
D. K-Means Clustering

48 If the Q-values for all actions in a state are equal, what will an epsilon-greedy policy (with epsilon=0) do?

A. Choose an action randomly among them (or the first one).
B. Stop the episode.
C. Increase epsilon.
D. Choose no action.

49 Which of the following implies that an RL problem is 'episodic'?

A. The environment is deterministic.
B. The task breaks down into independent sequences ending in a terminal state.
C. The discount factor is 1.
D. The agent runs forever.

50 What is the primary reason DQN was considered a breakthrough (published by DeepMind)?

A. It solved the traveling salesman problem.
B. It used a new type of CPU.
C. It was the first algorithm to master a wide range of Atari 2600 games using only raw pixels and scores.
D. It proved that gamma should always be 0.99.