How do actor-critic methods cope with partial observability and uncertainty in reinforcement learning?
Reinforcement learning (RL) is a branch of machine learning that deals with learning from actions and rewards in an environment. However, many real-world problems are not fully observable, meaning that the agent cannot access all the relevant information at each time step. Moreover, the environment may be uncertain, meaning that the outcomes of actions may be stochastic or noisy. How can we design RL methods that can cope with partial observability and uncertainty, and still achieve optimal or near-optimal performance?