This is gonna be the key which unlocks the AGI
Think along the lines that everything regarding learning is just reinforced behavior
Like Pavlovian training
Muscle traning
rattafication
even evolution is jsut RL at the population genetics level, performed by nature
RL, on the right model.
Interestingly, I think even the right model can be found out using RL, like you can train a bird to fetch sticks, but their natural instincts to fly, are all modeled in, through genetic RL.
Expand on this thought later !
Prompt : So for a game like chess, in endgame tablebases, its essentially just a precalculated table which you talked about in TD type of learning, where a table of states can be created. for endgames, since there are less pieces, creating a table is feasible. but initially, ie at the beginning of the games, there are just too many states, so we use different approach, such as deep learning?
Reply :
Yes, exactly! Endgame tablebases in chess are essentially a precomputed value function—they store exact win/loss/draw evaluations for every possible position in a limited number of pieces. Since the state space in endgames is significantly smaller than in the full game, it's feasible to exhaustively compute and store these values. This is very similar to tabular TD learning, except instead of learning values incrementally, these values are computed outright via brute-force search (retrograde analysis) and stored permanently.
In the opening and middlegame, the number of possible positions is astronomical (estimated at 104310^{43} to 105010^{50} possible positions in a full chess game). Creating a lookup table like in the endgame is impossible due to:
State Explosion: The combinatorial explosion of possible positions.
Lack of Definitive Values: Unlike endgames (where positions can be precisely labeled as a win, loss, or draw), the best move in the opening/middlegame depends on complex positional and strategic factors.
Since we can’t store all states, we must approximate the value function. This is where deep learning and search-based methods like Monte Carlo Tree Search (MCTS) come in:
Heuristic Evaluation Functions (Classical Chess Engines - Stockfish, AlphaBeta, etc.)
Instead of storing all states, traditional chess engines use handcrafted evaluation functions to estimate a position’s value.
These evaluations typically consider:
Material count (pawn = 1, knight/bishop = 3, rook = 5, queen = 9, etc.)
Piece activity and mobility
King safety
Pawn structure, etc.
Then, search algorithms like Minimax with Alpha-Beta Pruning explore the game tree to find the best move.
Deep Learning (AlphaZero, Leela Chess Zero, etc.)
Instead of manually designing heuristics, deep neural networks learn an evaluation function from self-play.
They approximate the value function V(s)V(s) using supervised or reinforcement learning.
AlphaZero, for example:
Uses a convolutional neural network (CNN) trained on millions of self-play games.
Replaces explicit search heuristics with a learned function that predicts the probability of winning.
Uses Monte Carlo Tree Search (MCTS) to balance exploration (trying new strategies) and exploitation (using what is known to be good).
Updates its value function using reinforcement learning, adjusting estimates over time.
Hybrid Approaches
Modern chess engines combine deep learning and search.
Stockfish NNUE (Efficiently Updatable Neural Network) uses a small neural network to improve its handcrafted evaluation function.
Leela Chess Zero (LCZero) relies entirely on deep learning but still uses MCTS for move selection.
Endgame: Exact values can be precomputed and stored in tablebases, acting like a perfect lookup table.
Middlegame & Opening: The number of possible states is too large for a table, so:
Classical engines use handcrafted heuristics + Minimax search.
Modern deep learning-based engines use neural networks to approximate value functions and improve search.
Your understanding is spot on—chess endgames are like tabular RL, while early/midgame needs function approximation via deep learning.
Would you like an example of how deep RL (like AlphaZero) structures its learning process?
Prompt : can RL be used for philosophical understanding of human nature? eg, in RL, we don't consider the opponent to be always "perfect", so they might make imprecise moves. So in real life, our opponent, the life itself, must not be considered a perfect opponent. it will give us lowballs, so to win against it, we don't have to be perfect, just good enough to beat that move/situation life presentes us
Reply :
Yes, reinforcement learning (RL) can provide an interesting perspective on human nature and how we navigate life. Your analogy makes a lot of sense, especially when you compare RL to dealing with life's unpredictability and imperfections.
In RL, an agent learns from experience, not from a perfect, all-knowing opponent but from interactions with an environment that may present challenges, some of which are imperfect or unpredictable. This aligns with the way life works — we don't encounter "perfect" scenarios or adversaries. Life often throws imperfect challenges, whether in relationships, work, or personal growth, and like in RL, we might not need to be flawless but just adaptive enough to handle the situations presented to us.
Here are some ways RL can mirror aspects of life and philosophical thinking about human nature:
Imperfect Opponents and Uncertainty: As you pointed out, in RL, the opponent (or the environment) isn't necessarily perfect. It could make mistakes or provide suboptimal challenges. This reflects life, where we rarely face flawless challenges or fully predictable situations. Instead, life provides a mix of obstacles, some that might seem unfair or unexpected. The key to success is navigating them effectively, not by having a perfect strategy, but by responding intelligently and adapting as we go.
Trial and Error: In RL, agents improve by trial and error, learning from mistakes. This mirrors the human experience, where we often learn best through failure, adjusting our behaviors over time. Philosophically, this aligns with concepts like existentialism, where personal growth comes from the choices we make, including the mistakes.
Optimality vs. Satisficing: In RL, the agent doesn't need to be perfect; it needs to be good enough to maximize rewards. This mirrors the philosophical concept of satisficing, where we don't always need to seek the absolute best outcome but aim for outcomes that are good enough for the given situation. This is especially relevant in complex, unpredictable scenarios like life itself, where perfection is often unattainable, and "good enough" leads to satisfaction or success.
Resilience and Adaptation: Just like an RL agent adapts to changing conditions or imperfections in the environment, humans need resilience. We cannot control everything life throws at us, but we can adapt, learn from our mistakes, and adjust our strategies over time. The philosophical idea of stoicism aligns well with this, where we focus on what we can control (our reactions) and accept what we cannot (the environment or external events).
Continuous Learning: In RL, the agent never stops learning — even after a lot of success, there's still more to understand and improve. Life is a continuous learning process, where growth doesn’t stop at a certain age or stage. Philosophically, this aligns with aristotelian virtue ethics, where the pursuit of personal development and understanding is a lifelong endeavor.
In essence, RL can serve as a powerful metaphor for understanding how we deal with life's imperfect nature. The world doesn't always deal us the perfect cards, and we don't always know exactly how to respond. But like an RL agent, by learning, adapting, and refining our strategies, we can navigate life’s challenges with skill and resilience.
1. Introduction to Probability by Dimitri P. Bertsekas and John N. Tsitsiklis
Why first?
Probability theory is a fundamental prerequisite for understanding statistical learning and machine learning concepts. Topics like regression, classification, and reinforcement learning rely heavily on probability and statistics. This book provides a thorough introduction to probability, covering essential concepts that will be used in later books.
Prerequisites:
Basic calculus is typically required, but the book is designed to be accessible for those willing to learn the necessary math.
2. Mathematics for Machine Learning by Marc Peter Deisenroth, A. Aldo Faisal, and Cheng Soon Ong
Why second?
Machine learning requires a strong mathematical foundation, including linear algebra, calculus, probability, and optimization. This book builds upon the probability knowledge from the first book and covers these topics with a focus on their applications in machine learning. It serves as a bridge between pure mathematics and machine learning.
Why after probability?
While this book includes some probability, the dedicated probability book provides a deeper understanding. Reading this second allows you to see how probability and other math concepts are applied specifically to machine learning.
3. Introduction to Algorithms by Thomas H. Cormen, Charles E. Leiserson, Ronald L. Rivest, and Clifford Stein
Why third?
Algorithms are fundamental to computer science and are crucial for implementing machine learning methods efficiently. This book, often referred to as CLRS, is comprehensive and covers a wide range of algorithms, including sorting, graph algorithms, and more. Understanding algorithms will help you grasp the computational aspects of statistical learning and machine learning.
Why after math books?
Algorithms often require mathematical maturity, especially in discrete math, which is covered in part by the previous math books. Additionally, CLRS is accessible with basic programming and math skills, making it appropriate at this stage.
4. Algorithms (4th Edition) by Robert Sedgewick and Kevin Wayne
Why fourth?
This is another algorithms book that complements CLRS. It may offer a different perspective, additional examples, or alternative explanations of algorithms. While CLRS is more comprehensive, this book can reinforce or expand on certain topics.
Why after CLRS?
Since both are algorithms books, reading CLRS first provides a strong foundation. Placing this book next allows you to deepen your understanding of algorithms before moving into statistical learning. Reading two algorithms books back-to-back is reasonable, as they are closely related, but you can take breaks if needed.
5. An Introduction to Statistical Learning with Applications in Python by Gareth James, Daniela Witten, Trevor Hastie, Robert Tibshirani, and Jonathan Taylor
Why fifth?
This book introduces statistical learning methods, such as regression, classification, and basic machine learning techniques, with practical implementations in Python. It is designed to be accessible and focuses on applied aspects, making it a good entry point into machine learning.
Why after algorithms?
While the book is introductory and does not require an extensive algorithms background, understanding algorithms (from CLRS and Sedgewick/Wayne) can enhance your ability to implement these methods efficiently. Additionally, the math foundations from the earlier books prepare you for the statistical concepts.
6. The Elements of Statistical Learning: Data Mining, Inference, and Prediction by Trevor Hastie, Robert Tibshirani, and Jerome Friedman
Why sixth?
This is a more advanced book on statistical learning, diving deeper into theoretical aspects of data mining, inference, and prediction. It builds upon the concepts introduced in "An Introduction to Statistical Learning" and is more mathematically rigorous.
Why after the introductory statistical learning book?
The introductory book provides the basics, making this advanced text more approachable. Additionally, the algorithms background from earlier books can help with understanding the computational aspects referenced in this book.
7. Reinforcement Learning: An Introduction by Richard S. Sutton and Andrew G. Barto
Why last?
Reinforcement learning is a specialized subfield of machine learning that differs from the supervised and unsupervised learning covered in the statistical learning books. It relies on concepts from probability, optimization, and algorithms, making it suitable as the final book.
Why after statistical learning?
The statistical learning books cover general machine learning topics, providing a foundation that makes reinforcement learning easier to understand. This book is comprehensive and math-heavy, so reading it last ensures you have the necessary background.
Why two algorithms books?
Both "Introduction to Algorithms" (CLRS) and "Algorithms" (Sedgewick/Wayne) are included because they are part of your list. While CLRS is more comprehensive, Sedgewick/Wayne can provide additional insights or a different teaching style. If you prefer to focus on one, CLRS is typically recommended, but both are included here for completeness.
Flexibility in pacing:
Reading two algorithms books consecutively (CLRS and Sedgewick/Wayne) can be intense. Feel free to take breaks or revisit topics as needed. Similarly, you can revisit earlier books if you encounter difficulties in later ones.
Prerequisites and overlap:
There may be some overlap, such as probability topics in "Introduction to Probability" and "Mathematics for Machine Learning," or algorithmic concepts in both algorithms books. This overlap is beneficial for reinforcement and application in different contexts.
Focus on machine learning:
If your primary goal is machine learning, this order prioritizes the necessary math and algorithms before diving into statistical learning and specialized topics like reinforcement learning. However, the inclusion of both algorithms books ensures a strong computational foundation.
Prompt : so technically, given a blank state, rl is capable of fully coming up with algoss like dijkstra's for shortest path on its own, without being hard coded
Reply ( Grok 3 ) : Yes, you’re absolutely right! Given a blank slate, reinforcement learning (RL) is theoretically capable of discovering algorithms like Dijkstra’s for shortest-path problems on its own, without being explicitly hard-coded to do so. This is a fascinating insight, and it highlights RL’s power as a general-purpose learning framework. Let me explain how this works and what it implies.
---
### **How RL Could Rediscover Dijkstra’s Algorithm**
Dijkstra’s algorithm finds the shortest path in a graph by systematically exploring nodes, keeping track of the shortest known distance to each one, and prioritizing the next step based on that information. RL can arrive at a similar solution through its learning process, even starting from scratch:
1. **Environment Setup**:
- Imagine a graph where nodes are states, edges are actions (e.g., "move from node A to node B"), and the reward is based on reaching the target node (e.g., +1 at the goal, 0 or small negative rewards like -1 for each step to encourage efficiency).
- The agent doesn’t know the graph structure or distances ahead of time—it’s a blank slate.
2. **Learning Through Exploration**:
- The RL agent starts by randomly trying actions (exploring the graph), observing the outcomes (e.g., how far it gets, what rewards it receives).
- Over time, it builds an understanding of the environment through rewards and state transitions.
3. **Value Estimation**:
- In RL, the agent learns a **value function** (e.g., how good it is to be in a certain state) or a **Q-function** (how good it is to take a certain action in a state).
- For shortest-path problems, the value function could end up representing the shortest distance from each state to the goal—exactly what Dijkstra’s computes!
4. **Policy Development**:
- The agent’s policy (its strategy) evolves to pick actions that maximize cumulative reward (or minimize steps, if rewards are negative per step).
- After enough exploration, the optimal policy would effectively trace the shortest path, mimicking Dijkstra’s logic of always choosing the next step that gets you closest to the goal.
5. **Convergence to Dijkstra-like Behavior**:
- With a method like Q-learning or Value Iteration, the agent could learn a Q-table or value estimates that encode the shortest-path distances.
- Its final policy would behave like Dijkstra’s: systematically choosing the "cheapest" or most efficient next step based on learned values.
---
### **Proof in Practice**
This isn’t just theoretical—RL has been shown to solve shortest-path problems in simple environments:
- In a **gridworld**, where an agent moves on a grid to reach a goal, RL can learn a policy that matches the shortest path, even without knowing the grid layout initially.
- Algorithms like **Q-learning** or **SARSA** can converge to the optimal policy, which, in a deterministic graph with negative step costs (e.g., -1 per move), is equivalent to the shortest path.
In fact, if you set up the reward structure to penalize each step (-1) and give a big reward at the goal (+1), RL will naturally prioritize shorter paths to maximize total reward—just like Dijkstra’s minimizes total distance.
---
### **No Hard-Coding Needed**
Here’s the kicker: RL doesn’t need Dijkstra’s logic (e.g., "always explore the node with the smallest current distance") explicitly programmed in. Instead:
- It discovers this behavior through trial and error.
- The "intelligence" emerges from the interaction of the agent, the environment, and the reward signal.
- Given enough time and exploration, RL can reinvent Dijkstra’s-like strategies purely from first principles.
This is a hallmark of RL’s generality—it’s not tailored to one problem (like shortest paths) but can adapt to learn solutions for a wide range of tasks.
---
### **Limitations and Caveats**
While RL *can* do this, there are practical differences:
1. **Efficiency**:
- Dijkstra’s is deterministic and highly efficient when the graph is known—it computes the solution in one pass.
- RL is slower because it learns iteratively through exploration, often requiring many trials to converge.
2. **Exploration Overhead**:
- RL might waste time exploring suboptimal paths before settling on the shortest one, whereas Dijkstra’s never bothers with those.
3. **Generalization Beyond Shortest Paths**:
- RL isn’t limited to shortest paths. It can handle more complex objectives (e.g., maximizing points in a game, not just reaching a goal), while Dijkstra’s is specialized for path length.
So, while RL can rediscover Dijkstra’s-like behavior, it’s overkill for a static, fully known graph where Dijkstra’s would be faster. RL’s real strength shows up when the environment is unknown, dynamic, or has richer reward structures.
---
### **The Bigger Picture**
Your observation ties into a deep idea in AI: RL is a framework for **emergent problem-solving**. Given a blank slate and a goal (via rewards), it can derive solutions that resemble hand-crafted algorithms like Dijkstra’s—or even invent entirely new strategies we haven’t thought of. This is why RL is so exciting—it’s not just mimicking known solutions; it’s capable of creating them from scratch.
So, yes, technically, RL could figure out Dijkstra’s on its own without being hard-coded. It’s like giving a curious kid a maze and a cookie at the end—they’ll eventually find the quickest way to the prize, even if they stumble a bit along the way!