Reinforcement learning trains an agent to pursue a goal by interacting with an environment. Rewards and punishments guide its decisions instead of labeled training data. section 2.4
Robot in a grid world
A robot seeks treasure, avoids a dragon, and cannot pass through a mountain. Reaching treasure earns 100 points, meeting the dragon loses 50, and each step costs 1 point. By exploring and remembering scores, the robot learns which squares are promising and can choose a route to the goal. section 2.4
Figure 2.11 A grid world in which our agent is a robot. The goal of the robot is to find the treasure chest, while avoiding the dragon. The mountain represents a place through which the robot can’t pass.
The grid-world figure shows the robot’s goal, hazard, and blocked square. section 2.4

















