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Action

As explained in Grokking AI Algorithms, Second Edition

An action is a choice or operation that an agent performs in an environment to change its situation or obtain an outcome.

An action is a choice an agent makes in an environment. In reinforcement learning, the agent tries actions, receives rewards or penalties, and learns which choices help it reach a goal. A dog sitting after a cue is a familiar example: sitting is the action, and a treat is feedback. section 10.1

The best action is not always the one with the best immediate reward. Actions can form a plan: a chess move that looks poor now may set up a later win. The aim is to choose a sequence with a favorable cumulative reward. section 10.3

Moving through a parking lot

A self-driving car can move one block north, south, east, or west, but not diagonally. After each move, its position changes and it receives feedback. Reaching its owner is desirable; collisions are penalized, especially collisions with pedestrians. The car must learn a route, not just pick a promising move once. section 10.5 section 10.3

Figure 10.7 Agent actions in the Parking-Lot Problem
10_07

The diagram shows the four movements available to the parking-lot agent. section 10.5

To practice choosing actions, a simulator must accept an action, update the environment’s state, and calculate its reward. Reward design matters: if empty-space moves earn rewards without an effective constraint, the car might move back and forth indefinitely instead of reaching its owner. section 10.5 section 10.4

How Grokking AI Algorithms, Second Edition covers it

How deep it goes
Defines actions through a four-direction movement example and sketches their simulation, without detailing an action-selection algorithm.
Examples
Illustrates actions with a dog sitting for a treat, chess moves, and a car navigating a parking lot.
What it assumes
Introduces agents, environments, actions, and rewards through familiar examples rather than assuming reinforcement-learning terminology.
What you can do after
Build it from scratch: model simple movements, state changes, and feedback in a parking-lot simulator.
How it connects
Connects actions to agents, environment states, rewards, cumulative reward, and the Markov Decision Process.

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