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Hands-On Machine Learning with Scikit-Learn and TensorFlow
book

Hands-On Machine Learning with Scikit-Learn and TensorFlow

by Aurélien Géron
March 2017
Intermediate to advanced
572 pages
15h 56m
English
O'Reilly Media, Inc.
Content preview from Hands-On Machine Learning with Scikit-Learn and TensorFlow

Chapter 16. Reinforcement Learning

Reinforcement Learning (RL) is one of the most exciting fields of Machine Learning today, and also one of the oldest. It has been around since the 1950s, producing many interesting applications over the years,1 in particular in games (e.g., TD-Gammon, a Backgammon playing program) and in machine control, but seldom making the headline news. But a revolution took place in 2013 when researchers from an English startup called DeepMind demonstrated a system that could learn to play just about any Atari game from scratch,2 eventually outperforming humans3 in most of them, using only raw pixels as inputs and without any prior knowledge of the rules of the games.4 This was the first of a series of amazing feats, culminating in May 2017 with the victory of their system AlphaGo against Ke Jie, the world champion of the game of Go. No program had ever come close to beating a master of this game, let alone the world champion. Today the whole field of RL is boiling with new ideas, with a wide range of applications. DeepMind was bought by Google for over 500 million dollars in 2014.

So how did they do it? With hindsight it seems rather simple: they applied the power of Deep Learning to the field of Reinforcement Learning, and it worked beyond their wildest dreams. In this chapter we will first explain what Reinforcement Learning is and what it is good at, and then we will present two of the most important techniques in deep Reinforcement Learning: policy ...

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Publisher Resources

ISBN: 9781491962282Errata PageSupplemental Content