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/domain-reinforcement-learning

Use for reinforcement learning and sequential decision making: game or control agents, robotics, continuous or discrete control, offline RL from logged data, and contextual bandits. Picks the algorithm by setting, defines reward and state carefully, and evaluates with proper

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mlcraft
823 skills1 agent1 command
Install
$ npx -y skills add mxslr/mlcraft --skill domain-reinforcement-learning --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/domain-reinforcement-learning

Context preview

The summary Claude sees to decide when to auto-load this skill.

Use for reinforcement learning and sequential decision making: game or control agents, robotics, continuous or discrete control, offline RL from logged data, and contextual bandits. Picks the algorithm by setting, defines reward and state carefully, and evaluates with proper

SKILL.md

domain-reinforcement-learning.SKILL.md
name: domain-reinforcement-learning
description: "Use for reinforcement learning and sequential decision making: game or control agents, robotics, continuous or discrete control, offline RL from logged data, and contextual bandits. Picks the algorithm by setting, defines reward and state carefully, and evaluates with proper multi-seed protocol. For aligning an LLM (RLHF) use domain-nlp-llm. Triggers on 'reinforcement learning', 'RL agent', 'policy', 'reward', 'control', 'robotics', 'game playing', 'PPO', 'DQN', 'bandit'."

Reinforcement Learning - Method Selection

A good simulator or a solid logged dataset is a prerequisite. Define reward, state, action, and episode boundaries carefully before choosing an algorithm.

Decision table

| Setting | Recommended | Notes | |---|---|---| | Discrete actions, online | DQN family (Rainbow), or PPO | experience replay and target networks stabilize DQN. | | Continuous control, online | SAC (off-policy, sample-efficient) or PPO (on-policy, stable) | SAC when interactions are expensive; PPO when parallel simulation is cheap. | | Learn from a fixed logged dataset (no simulator) | Offline RL: CQL or IQL | do not use vanilla off-policy methods offline, they overestimate. | | Simple contextual decisions, no long horizon | contextual bandits (LinUCB, Thompson sampling) | when there is no long-term credit assignment. |

Cross-cutting practice

  • Reward shaping strongly affects behavior. Guard against reward hacking.
  • Evaluation: average return over MANY seeds and episodes, and report mean and variance across seeds because RL is high-variance. Also report sample efficiency (return versus environment steps). For offline RL use off-policy evaluation. Never report a single lucky seed.
  • Caveats: sim-to-real gap, instability, and sensitivity to hyperparameters.
  • Explainability: value and advantage maps, saliency over states, and recorded policy rollouts or videos.
  • Recent directions (2021-2025): Decision Transformer (offline RL as sequence modeling) and Diffusion Policy (expressive policies for robotics). PPO and SAC remain the practical workhorses; reach for the newer methods when they fit offline or multimodal-action settings.
  • Improve results: use `accuracy-improvement-loop` (reward shaping, better exploration, or offline pretraining).
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