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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.