There are commercial game engines that use all of these approaches. Frostbite 3 uses the tiled CS approach, the Stalker engine was the first to use the deferred shading approach that I know of, loads of games have used light prepass ( especially 360 games to get around edram size limitations / avoid tiling ), Volition came up with and used inferred in their engine, forward+ seems to be one of the trendier approaches for future games, not sure if anything released uses that already.
The main thing is for you to decide what your target platforms are and what kind of scenes you want to render. (visible entity counts, light counts, light types, whether a single lighting model is enough for all your surfaces, etc.)
For learning purposes though, they are all similar enough that you can just pick a simpler one (deferred shading or light prepass maybe), get it working, and then adapt afterwards to a more complex approach if needed.
As for docs / presentations, there are plenty around for all of these. I would recommend reading the GPU pro books, there are plenty papers on this. Dice.se has presentations on their website you can freely access for the tiled approach they used on bf3. GDC vault is also a great place to look.
You can also find example implementations around, like here:
(authors are active one this forum btw)