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Q-learning
''Q''-learning is a model-free reinforcement learning algorithm to learn the value of an action in a particular state. It does not require a model of the environment (hence "model-free"), and it can handle problems with stochastic transitions and rewards without requiring adaptations. For any finite Markov decision process (FMDP), ''Q''-learning finds an optimal policy in the sense of maximizing the expected value of the total reward over any and all successive steps, starting from the current state. ''Q''-learning can identify an optimal action-selection policy for any given FMDP, given infinite exploration time and a partly-random policy. "Q" refers to the function that the algorithm computes – the expected rewards for an action taken in a given state. Reinforcement learning Reinforcement learning involves an agent, a set of ''states'' , and a set of ''actions'' per state. By performing an action a \in A, the agent transitions from state to state. Executing an action i ...
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Q-Learning Matrix Initialized And After Training
''Q''-learning is a Model-free (reinforcement learning), model-free reinforcement learning algorithm to learn the value of an action in a particular state. It does not require a model of the environment (hence "model-free"), and it can handle problems with stochastic transitions and rewards without requiring adaptations. For any finite Markov decision process (FMDP), ''Q''-learning finds an optimal policy in the sense of maximizing the expected value of the total reward over any and all successive steps, starting from the current state. ''Q''-learning can identify an optimal action selection, action-selection policy for any given FMDP, given infinite exploration time and a partly-random policy. "Q" refers to the function that the algorithm computes – the expected rewards for an action taken in a given state. Reinforcement learning Reinforcement learning involves an Intelligent agent, agent, a set of ''states'' , and a set of ''actions'' per state. By performing an action a ...
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Reinforcement Learning
Reinforcement learning (RL) is an area of machine learning concerned with how intelligent agents ought to take actions in an environment in order to maximize the notion of cumulative reward. Reinforcement learning is one of three basic machine learning paradigms, alongside supervised learning and unsupervised learning. Reinforcement learning differs from supervised learning in not needing labelled input/output pairs to be presented, and in not needing sub-optimal actions to be explicitly corrected. Instead the focus is on finding a balance between exploration (of uncharted territory) and exploitation (of current knowledge). The environment is typically stated in the form of a Markov decision process (MDP), because many reinforcement learning algorithms for this context use dynamic programming techniques. The main difference between the classical dynamic programming methods and reinforcement learning algorithms is that the latter do not assume knowledge of an exact mathematica ...
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Reinforcement Learning
Reinforcement learning (RL) is an area of machine learning concerned with how intelligent agents ought to take actions in an environment in order to maximize the notion of cumulative reward. Reinforcement learning is one of three basic machine learning paradigms, alongside supervised learning and unsupervised learning. Reinforcement learning differs from supervised learning in not needing labelled input/output pairs to be presented, and in not needing sub-optimal actions to be explicitly corrected. Instead the focus is on finding a balance between exploration (of uncharted territory) and exploitation (of current knowledge). The environment is typically stated in the form of a Markov decision process (MDP), because many reinforcement learning algorithms for this context use dynamic programming techniques. The main difference between the classical dynamic programming methods and reinforcement learning algorithms is that the latter do not assume knowledge of an exact mathematica ...
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Model-free (reinforcement Learning)
In reinforcement learning (RL), a model-free algorithm (as opposed to a model-based one) is an algorithm which does not use the ''transition probability distribution'' (and the ''reward function'') associated with the Markov decision process (MDP), which, in RL, represents the problem to be solved. The transition probability distribution (or transition model) and the reward function are often collectively called the "model" of the environment (or MDP), hence the name "model-free". A model-free RL algorithm can be thought of as an "explicit" trial-and-error algorithm. An example of a model-free algorithm is Q-learning ''Q''-learning is a model-free reinforcement learning algorithm to learn the value of an action in a particular state. It does not require a model of the environment (hence "model-free"), and it can handle problems with stochastic transitions an .... Key 'Model-Free' reinforcement learning algorithms {, class="wikitable sortable" style="font-size: 96%;" !Algo ...
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Peter Dayan
Peter Dayan is director at the Max Planck Institute for Biological Cybernetics in Tübingen, Germany. He is co-author of ''Theoretical Neuroscience'', an influential textbook on computational neuroscience. He is known for applying Bayesian methods from machine learning and artificial intelligence to understand neural function and is particularly recognized for relating neurotransmitter levels to prediction errors and Bayesian uncertainties. He has pioneered the field of reinforcement learning (RL) where he helped develop the Q-learning algorithm, and made contributions to unsupervised learning, including the wake-sleep algorithm for neural networks and the Helmholtz machine. Education Dayan studied mathematics at the University of Cambridge and then continued for a PhD in artificial intelligence at the University of Edinburgh School of Informatics on statistical learning supervised by David Willshaw and David Wallace, focusing on associative memory and reinforcement learn ...
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Temporal Difference Learning
Temporal difference (TD) learning refers to a class of model-free reinforcement learning methods which learn by bootstrapping from the current estimate of the value function. These methods sample from the environment, like Monte Carlo methods, and perform updates based on current estimates, like dynamic programming methods. While Monte Carlo methods only adjust their estimates once the final outcome is known, TD methods adjust predictions to match later, more accurate, predictions about the future before the final outcome is known. (A revised version is available oRichard Sutton's publication page) This is a form of bootstrapping, as illustrated with the following example: :"Suppose you wish to predict the weather for Saturday, and you have some model that predicts Saturday's weather, given the weather of each day in the week. In the standard case, you would wait until Saturday and then adjust all your models. However, when it is, for example, Friday, you should have a pretty go ...
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Convolutional Neural Network
In deep learning, a convolutional neural network (CNN, or ConvNet) is a class of artificial neural network (ANN), most commonly applied to analyze visual imagery. CNNs are also known as Shift Invariant or Space Invariant Artificial Neural Networks (SIANN), based on the shared-weight architecture of the convolution kernels or filters that slide along input features and provide translation-equivariant responses known as feature maps. Counter-intuitively, most convolutional neural networks are not invariant to translation, due to the downsampling operation they apply to the input. They have applications in image and video recognition, recommender systems, image classification, image segmentation, medical image analysis, natural language processing, brain–computer interfaces, and financial time series. CNNs are regularized versions of multilayer perceptrons. Multilayer perceptrons usually mean fully connected networks, that is, each neuron in one layer is connected to all neuro ...
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Google DeepMind
DeepMind Technologies is a British artificial intelligence subsidiary of Alphabet Inc. and research laboratory founded in 2010. DeepMind was acquired by Google in 2014 and became a wholly owned subsidiary of Alphabet Inc, after Google's restructuring in 2015. The company is based in London, with research centres in Canada, France, and the United States. DeepMind has created a neural network that learns how to play video games in a fashion similar to that of humans, as well as a Neural Turing machine, or a neural network that may be able to access an external memory like a conventional Turing machine, resulting in a computer that mimics the short-term memory of the human brain. DeepMind made headlines in 2016 after its AlphaGo program beat a human professional Go player Lee Sedol, a world champion, in a five-game match, which was the subject of a documentary film. A more general program, AlphaZero, beat the most powerful programs playing go, chess and shogi (Japanese chess ...
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Expected Value
In probability theory, the expected value (also called expectation, expectancy, mathematical expectation, mean, average, or first moment) is a generalization of the weighted average. Informally, the expected value is the arithmetic mean of a large number of independently selected outcomes of a random variable. The expected value of a random variable with a finite number of outcomes is a weighted average of all possible outcomes. In the case of a continuum of possible outcomes, the expectation is defined by integration. In the axiomatic foundation for probability provided by measure theory, the expectation is given by Lebesgue integration. The expected value of a random variable is often denoted by , , or , with also often stylized as or \mathbb. History The idea of the expected value originated in the middle of the 17th century from the study of the so-called problem of points, which seeks to divide the stakes ''in a fair way'' between two players, who have to end th ...
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Backpropagation
In machine learning, backpropagation (backprop, BP) is a widely used algorithm for training feedforward neural network, feedforward artificial neural networks. Generalizations of backpropagation exist for other artificial neural networks (ANNs), and for functions generally. These classes of algorithms are all referred to generically as "backpropagation". In Artificial neural network#Learning, fitting a neural network, backpropagation computes the gradient of the loss function with respect to the Glossary of graph theory terms#weight, weights of the network for a single input–output example, and does so Algorithmic efficiency, efficiently, unlike a naive direct computation of the gradient with respect to each weight individually. This efficiency makes it feasible to use gradient methods for training multilayer networks, updating weights to minimize loss; gradient descent, or variants such as stochastic gradient descent, are commonly used. The backpropagation algorithm works by ...
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Curse Of Dimensionality
The curse of dimensionality refers to various phenomena that arise when analyzing and organizing data in high-dimensional spaces that do not occur in low-dimensional settings such as the three-dimensional physical space of everyday experience. The expression was coined by Richard E. Bellman when considering problems in dynamic programming. Dimensionally cursed phenomena occur in domains such as numerical analysis, sampling, combinatorics, machine learning, data mining and databases. The common theme of these problems is that when the dimensionality increases, the volume of the space increases so fast that the available data become sparse. In order to obtain a reliable result, the amount of data needed often grows exponentially with the dimensionality. Also, organizing and searching data often relies on detecting areas where objects form groups with similar properties; in high dimensional data, however, all objects appear to be sparse and dissimilar in many ways, which prevents co ...
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