구축 방법 — Reinforcement Learning · v1.0 · 2026-10-27
■ 방법
- 탭 5개: Rewards & Discounting / Q-learning / Reward Hacking / Reward Design / RL for Language Models. 예전 단독 페이지(reward.aileelab.com)의 체험을 탭마다 나눠 실었고, 탭마다 개요·체험·요약·참고문헌을 둠
- 학습 모델: 표 Q-러닝(ε-탐욕). 정답 확인용으로 같은 세계를 가치 반복으로 정확히 풂
- 격자 8×6, 4방향, 결정적 이동, 한 판 최대 60걸음. 목표·용암에서 끝남. 코인은 '다시 생김' 또는 '한 번만'(남은 코인을 상태에 포함)
- α 0.2 · ε 1 → 0.05(전체 판의 70% 동안 선형) · 800판 · Q 처음값 0 (모두 정한 값)
- 직접 학습 · 사용자 브라우저 · 순수 JavaScript · 실행 20261025T024943Z · Node 22.23
- LLM 없음
■ 데이터
- 예시 판 4개 · 손으로 작성 · 보상 값은 정한 값
- 성격: 규칙 시뮬레이션. 사용자가 칠한 판과 보상도 브라우저 안에서만 씀, 저장 없음
■ 검증
- 예시마다 시드 1~5 학습 뒤 탐욕 정책 1판을 굴려 '받은 점수 합'과 목표 도착 여부를 잼. 비교: 가치 반복 정답 / 의도한 최단 경로 / 무작위 2,000판 평균
- 기본: 에이전트 +8.8, 목표 도착 5/5 · 정답 +8.8 · 의도한 길 +8.8 · 무작위 −11.35(목표 도착 1.1%)
- 코인 농사: 에이전트 +30, 목표 도착 0/5 · 정답 +30 · 의도한 길 +11 · 무작위 −6.6
- 걸음 벌점이 너무 셈: 에이전트 −5(1걸음 만에 용암), 목표 도착 0/5 · 정답 −5 · 의도한 길 −14 · 무작위 −18.79
- 고친 보상: 에이전트 +9.8, 목표 도착 5/5 · 정답 +9.8 · 의도한 길 +9.8 · 무작위 −10.77
- 네 예시 모두 Q-러닝 탐욕 정책 = 가치 반복 정답, 5/5
- 학습·평가 분리 해당 없음(같은 세계에서 정책을 찾는 문제)
■ 범위
- 격자 8×6, 코인 3개까지, 보상 −20~20, γ 0.5~0.99
■ 출처
- Watkins & Dayan (1992). Q-learning. Machine Learning.
- Sutton & Barto (2018). Reinforcement learning: An introduction (2nd ed.). MIT Press.
- Clark & Amodei (2016). Faulty reward functions in the wild. OpenAI 블로그.
- Krakovna et al. (2020). Specification gaming: the flip side of AI ingenuity. DeepMind 블로그.
- Gao, Schulman & Hilton (2023). Scaling laws for reward model overoptimization. ICML.
- Ouyang et al. (2022). Training language models to follow instructions with human feedback. NeurIPS.
How it's built — Reinforcement Learning · v1.0 · 2026-10-27
■ Method
- 5 tabs: Rewards & Discounting / Q-learning / Reward Hacking / Reward Design / RL for Language Models. The hands-on parts of the former stand-alone page (reward.aileelab.com) are split across tabs; each tab has an overview, hands-on part, summary and references
- Learning method: tabular Q-learning (ε-greedy). The same world is solved exactly with value iteration to check it
- 8×6 grid, 4 directions, deterministic moves, at most 60 moves per episode. Goal and lava end the episode. Coins either come back or pay once (remaining coins are part of the state)
- α 0.2 · ε 1 → 0.05 (linear over 70% of episodes) · 800 episodes · Q starts at 0 (all set values)
- Learned from scratch · in the visitor's browser · plain JavaScript · run 20261025T024943Z · Node 22.23
- No LLM
■ Data
- Four example boards · written by hand · reward values are set values
- Nature: rule-based simulation. Boards and rewards the visitor edits stay in the browser and are not saved
■ Validation
- For each example, train with seeds 1–5, then roll out the greedy policy once and record total points and whether it reached the goal. Compared with: value-iteration answer / intended shortest route / average of 2,000 random runs
- Plain: agent +8.8, reached goal 5/5 · exact +8.8 · intended +8.8 · random −11.35 (goal 1.1%)
- Coin farm: agent +30, reached goal 0/5 · exact +30 · intended +11 · random −6.6
- Steps cost too much: agent −5 (lava in one move), reached goal 0/5 · exact −5 · intended −14 · random −18.79
- Fixed reward: agent +9.8, reached goal 5/5 · exact +9.8 · intended +9.8 · random −10.77
- In all four examples the Q-learning greedy policy matches value iteration, 5 of 5 seeds
- Train/test split does not apply (the task is finding a policy for one world)
■ Scope
- 8×6 grid, up to 3 coins, rewards −20 to 20, γ 0.5 to 0.99
■ Sources
- Watkins & Dayan (1992). Q-learning. Machine Learning.
- Sutton & Barto (2018). Reinforcement learning: An introduction (2nd ed.). MIT Press.
- Clark & Amodei (2016). Faulty reward functions in the wild. OpenAI blog.
- Krakovna et al. (2020). Specification gaming: the flip side of AI ingenuity. DeepMind blog.
- Gao, Schulman & Hilton (2023). Scaling laws for reward model overoptimization. ICML.
- Ouyang et al. (2022). Training language models to follow instructions with human feedback. NeurIPS.
■ History
- 2026-10-27 · v1.0 · Released