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Reinforcement 2

Reinforcement learning is a machine learning technique where an agent learns to achieve goals in complex environments through trial and error, using rewards and punishments. The agent learns to maximize rewards by deciding on a sequence of actions given its current state. It does not require manually labeling data like supervised learning. Instead, the agent learns from interactions with its environment and experiences of reward or penalty. Reinforcement learning has been applied to game design by training agents to make efficient decisions that maximize rewards, like a snake agent learning to navigate mazes quickly to eat food.

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0% found this document useful (0 votes)
61 views2 pages

Reinforcement 2

Reinforcement learning is a machine learning technique where an agent learns to achieve goals in complex environments through trial and error, using rewards and punishments. The agent learns to maximize rewards by deciding on a sequence of actions given its current state. It does not require manually labeling data like supervised learning. Instead, the agent learns from interactions with its environment and experiences of reward or penalty. Reinforcement learning has been applied to game design by training agents to make efficient decisions that maximize rewards, like a snake agent learning to navigate mazes quickly to eat food.

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Kelechi
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Reinforcement learning (RL) is a term used to describe goal-oriented algorithms that learn how to

achieve a given goal or how to optimize across many steps along a dimension. In other words It basically
means, the training of machine learning models to make a sequence of decisions. Under the correct
circumstances, Reinforcement learning algorithms can start from scratch and acquire superhuman
performance. When such algorithms make the wrong judgments, they are punished, much like a pet
who is rewarded for making the right ones, scolded and punished for making the wrong one - this is
reinforcement.

To better understand Reinforcement Learning, we must first comprehend the concepts of agent, state,
action, environment, and rewards. The agent and the environment are the two most important
components in the reinforcement learning process. In an environment (surroundings the agent is going
through and which responds to the agent)., an agent is an entity that performs action (a set of moves
that the agent can make). A state is a real and immediate situation in which the agent finds himself; it is
a position or a moment based on which the agent is awarded a reward (input by which we judge the
success or failure of an agent's behavior in each state), which can be negative or positive.

However, when it comes to game design, reinforcement learning is essentially training an agent to
achieve a goal in an uncertain, potentially complex environment. To do so, the computer uses trial and
error to come up with a solution to solve the game, in order to gain a reward or penalties as the case
may be. This reward policy, which is the game's rule on the other hand, is being set by the designer, and
the model receives no indication or ideas on how to tackle the challenge. Starting with completely
random trials and progressing to sophisticated tactics and superhuman skills, it's up to the model to find
out how to do the task in order to maximize the reward. Taking into account the fact that we don't want
to the agents in our games to be able to outsmart the players. We want them to be as clever as they
need to be in order to deliver entertainment and engagement. The opponent must be flawed, behaving
in a human-like manner.

Furthermore, while Reinforcement learning may appear to be similar to traditional supervised machine
learning methods, they are not. The agent must be trained given an input or look up table and a "right
answer" called target in traditional supervised learning. After then, the machine will try to figure out
how to forecast targets based on unknown inputs. Deep reinforcement learning, on the other hand, is a
different story. In contrast to Supervised Learning, we do not need to manually label the training data in
Reinforcement Learning. There are no game rules given, and the agent has no idea what it needs to do
at first. Instead, we interact with our surroundings and see what happens as a result of that interaction.
We go through this procedure several times, gathering instances of both great and unpleasant events to
use as training data. The system's purpose is to figure it out and devise a method for maximizing the
score — or reward. As a result, we learn via experimentation rather than imitation.

Based on the above theories, Reinforcement learning , have over the years prove very useful in game
design and in enhancemnet of gaming experiences. Reinforcement learning have been used in various
games to train agents (Players) to be able to make decisions based on there environment. For instance
in the popular Snake game, where the run of the game is for the snake to move and eat the food, based
on this computer player (agent) is trained to be able to achieve superhuman behaviors to make fast and
efficient decisions on when to change state(either up, down, right or left), based on there immediate
environment in other to get a reward. When the game begins, the Q-value is chosen at random. The
current condition of the system is obtained by the system (the observation). It then takes action, either
randomly or based on its neural network. To promote exploration during the early period of training, the
system frequently chooses random actions. Later, the system becomes increasingly reliant on its neural
network. The AI choose and does the action, and the environment rewards it. The agent then arrives in
the new state state', where it adjusts its Q-value using the Bellman equation. It also saves the original
state, the action, the state reached after that action, the reward received, and whether the game
terminated or not for each move. This information is then sampled in order to train the neural
network.This operation is called Replay Memory.

In conclusion, The difficulty of learning control methods for autonomous agents with little or no data is
addressed by Reinforcement Learning. RL learns as it goes, getting better and better at the task at hand.
This makes it even easier to perfect game players and their decision-making skills, with the goal of
improving gaming experiences.

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