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AGENT#1

An entity that interacts with an environment to learn and make decisions based on rewards.

ENVIRONMENT#2

The external system with which the agent interacts, providing states and rewards.

STATE#3

A representation of the current situation of the agent within the environment.

ACTION#4

The choices available to the agent that can affect the state of the environment.

REWARD#5

A feedback signal received by the agent after taking an action, guiding its learning.

MARKOV DECISION PROCESS (MDP)#6

A mathematical framework for modeling decision-making where outcomes are partly random and partly under the control of a decision-maker.

Q-LEARNING#7

A model-free reinforcement learning algorithm that learns the value of actions in states to maximize rewards.

DEEP Q-NETWORK (DQN)#8

An extension of Q-learning that uses deep neural networks to approximate Q-values.

EXPLORATION VS. EXPLOITATION#9

The dilemma of choosing between trying new actions (exploration) and leveraging known actions (exploitation) to maximize rewards.

LEARNING RATE#10

A hyperparameter that determines how much new information overrides old information during learning.

DISCOUNT FACTOR#11

A value between 0 and 1 that determines the importance of future rewards compared to immediate rewards.

POLICY#12

A strategy used by the agent to decide which action to take in a given state.

OPTIMAL POLICY#13

The best possible policy that yields the highest expected reward over time.

TRAINING LOOP#14

The iterative process of updating the agent's knowledge based on interactions with the environment.

EXPERIENCE REPLAY#15

A technique used in DQNs where past experiences are stored and reused to improve learning.

TARGET NETWORK#16

A separate neural network used in DQNs to stabilize training by providing consistent target values.

PERFORMANCE METRICS#17

Quantitative measures used to evaluate the effectiveness of the reinforcement learning agent.

FINE-TUNING#18

The process of optimizing hyperparameters and model architecture to improve agent performance.

CASE STUDY#19

An in-depth analysis of a specific application of reinforcement learning in real-world scenarios.

ETHICAL IMPLICATIONS#20

Considerations regarding the moral impacts of deploying reinforcement learning technologies.

CAPSTONE PROJECT#21

A final project that integrates all learned concepts, demonstrating the student's mastery of reinforcement learning.

AGENT TRAINING#22

The process of teaching the agent to improve its decision-making through interaction with the environment.

GAME AI#23

Artificial intelligence techniques specifically developed for enhancing gameplay experience.

AUTONOMOUS SYSTEMS#24

Systems capable of performing tasks without human intervention, often utilizing reinforcement learning.

REAL-WORLD APPLICATIONS#25

Practical uses of reinforcement learning techniques in various industries, such as gaming and robotics.