List of Listings
Chapter 2. Modeling reinforcement learning problems: Markov decision processes
Listing 2.1. Finding the best actions given the expected rewards in Python 3
Listing 2.2. Epsilon-greedy strategy for action selection
Listing 2.3. Defining the reward function
Listing 2.4. Updating the reward record
Listing 2.5. Computing the best action
Listing 2.6. Solving the n-armed bandit
Listing 2.7. The softmax function
Listing 2.8. Softmax action-selection for the n-armed bandit
Chapter 3. Predicting the best states and actions: Deep Q-networks
Listing 3.1. Creating a Gridworld game
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