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  2. General game playing - Wikipedia

    en.wikipedia.org/wiki/General_game_playing

    General video game playing (GVGP) is the concept of GGP adjusted to the purpose of playing video games. For video games, game rules have to be either learnt over multiple iterations by artificial players like TD-Gammon , [ 5 ] or are predefined manually in a domain-specific language and sent in advance to artificial players [ 6 ] [ 7 ] like in ...

  3. Neuroevolution - Wikipedia

    en.wikipedia.org/wiki/Neuroevolution

    For example, the outcome of a game (i.e., whether one player won or lost) can be easily measured without providing labeled examples of desired strategies. Neuroevolution is commonly used as part of the reinforcement learning paradigm, and it can be contrasted with conventional deep learning techniques that use backpropagation ( gradient descent ...

  4. Machine learning in video games - Wikipedia

    en.wikipedia.org/.../Machine_learning_in_video_games

    The developers have not publicly released the code or architecture of their model, but have listed several state of the art machine learning techniques such as relational deep reinforcement learning, long short-term memory, auto-regressive policy heads, pointer networks, and centralized value baseline. [4]

  5. Premack's principle - Wikipedia

    en.wikipedia.org/wiki/Premack's_principle

    In one procedure, eating was the reinforcing response, and playing pinball served as the instrumental response; that is, the children had to play pinball to eat candy. The results were consistent with the Premack principle: only the children who preferred eating candy over playing pinball showed a reinforcement effect.

  6. Matchbox Educable Noughts and Crosses Engine - Wikipedia

    en.wikipedia.org/wiki/Matchbox_Educable_Noughts...

    Using a random turn from the human player results in an almost-perfect positive trend. Playing the optimal strategy returns a slightly slower increase. [3] The reinforcement does not create a perfect standard of wins; the algorithm will draw random uncertain conclusions each time. After the j-th round, the correlation of near-perfect play runs:

  7. Multi-agent reinforcement learning - Wikipedia

    en.wikipedia.org/wiki/Multi-agent_reinforcement...

    Multi-agent reinforcement learning (MARL) is a sub-field of reinforcement learning. It focuses on studying the behavior of multiple learning agents that coexist in a shared environment. [ 1 ] Each agent is motivated by its own rewards, and does actions to advance its own interests; in some environments these interests are opposed to the ...

  8. What the hell is reinforcement learning and how does it work?

    www.aol.com/hell-reinforcement-learning-does...

    Reinforcement learning is a behavioral learning model where the algorithm provides data analysis feedback, directing the user to the best result. It enables an agent to learn through the ...

  9. Reinforcement learning - Wikipedia

    en.wikipedia.org/wiki/Reinforcement_learning

    Reinforcement learning (RL) is an interdisciplinary area of machine learning and optimal control concerned with how an intelligent agent should take actions in a dynamic environment in order to maximize a reward signal. Reinforcement learning is one of the three basic machine learning paradigms, alongside supervised learning and unsupervised ...