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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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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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University Of Cambridge
, mottoeng = Literal: From here, light and sacred draughts. Non literal: From this place, we gain enlightenment and precious knowledge. , established = , other_name = The Chancellor, Masters and Scholars of the University of Cambridge , type = Public research university , endowment = £7.121 billion (including colleges) , budget = £2.308 billion (excluding colleges) , chancellor = The Lord Sainsbury of Turville , vice_chancellor = Anthony Freeling , students = 24,450 (2020) , undergrad = 12,850 (2020) , postgrad = 11,600 (2020) , city = Cambridge , country = England , campus_type = , sporting_affiliations = The Sporting Blue , colours = Cambridge Blue , website = , logo = University of Cambridge logo ...
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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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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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Discretization
In applied mathematics, discretization is the process of transferring continuous functions, models, variables, and equations into discrete counterparts. This process is usually carried out as a first step toward making them suitable for numerical evaluation and implementation on digital computers. Dichotomization is the special case of discretization in which the number of discrete classes is 2, which can approximate a continuous variable as a binary variable (creating a dichotomy for modeling purposes, as in binary classification). Discretization is also related to discrete mathematics, and is an important component of granular computing. In this context, ''discretization'' may also refer to modification of variable or category ''granularity'', as when multiple discrete variables are aggregated or multiple discrete categories fused. Whenever continuous data is discretized, there is always some amount of discretization error. The goal is to reduce the amount to a level conside ...
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Probably Approximately Correct Learning
In computational learning theory, probably approximately correct (PAC) learning is a framework for mathematical analysis of machine learning. It was proposed in 1984 by Leslie Valiant.L. Valiant. A theory of the learnable.' Communications of the ACM, 27, 1984. In this framework, the learner receives samples and must select a generalization function (called the ''hypothesis'') from a certain class of possible functions. The goal is that, with high probability (the "probably" part), the selected function will have low generalization error (the "approximately correct" part). The learner must be able to learn the concept given any arbitrary approximation ratio, probability of success, or distribution of the samples. The model was later extended to treat noise (misclassified samples). An important innovation of the PAC framework is the introduction of computational complexity theory concepts to machine learning. In particular, the learner is expected to find efficient functions (tim ...
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Convolution
In mathematics (in particular, functional analysis), convolution is a operation (mathematics), mathematical operation on two function (mathematics), functions ( and ) that produces a third function (f*g) that expresses how the shape of one is modified by the other. The term ''convolution'' refers to both the result function and to the process of computing it. It is defined as the integral of the product of the two functions after one is reflected about the y-axis and shifted. The choice of which function is reflected and shifted before the integral does not change the integral result (see #Properties, commutativity). The integral is evaluated for all values of shift, producing the convolution function. Some features of convolution are similar to cross-correlation: for real-valued functions, of a continuous or discrete variable, convolution (f*g) differs from cross-correlation (f \star g) only in that either or is reflected about the y-axis in convolution; thus it is a cross-c ...
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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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Atari 2600
The Atari 2600, initially branded as the Atari Video Computer System (Atari VCS) from its release until November 1982, is a home video game console developed and produced by Atari, Inc. Released in September 1977, it popularized microprocessor-based hardware and games stored on swappable ROM cartridges, a format first used with the Fairchild Channel F in 1976. The VCS was bundled with two joystick controllers, a conjoined pair of paddle controllers, and a game cartridgeinitially '' Combat'' and later '' Pac-Man''. Atari was successful at creating arcade video games, but their development cost and limited lifespan drove CEO Nolan Bushnell to seek a programmable home system. The first inexpensive microprocessors from MOS Technology in late 1975 made this feasible. The console was prototyped as codename Stella by Atari subsidiary Cyan Engineering. Lacking funding to complete the project, Bushnell sold Atari to Warner Communications in 1976. The Atari VCS launched in 1977 with n ...
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Deep Learning
Deep learning (also known as deep structured learning) is part of a broader family of machine learning methods based on artificial neural networks with representation learning. Learning can be supervised, semi-supervised or unsupervised. Deep-learning architectures such as deep neural networks, deep belief networks, deep reinforcement learning, recurrent neural networks, convolutional neural networks and Transformers have been applied to fields including computer vision, speech recognition, natural language processing, machine translation, bioinformatics, drug design, medical image analysis, Climatology, climate science, material inspection and board game programs, where they have produced results comparable to and in some cases surpassing human expert performance. Artificial neural networks (ANNs) were inspired by information processing and distributed communication nodes in biological systems. ANNs have various differences from biological brains. Specifically, artificial ...
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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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