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Hands-On Machine Learning with Scikit-Learn, Keras, and TensorFlow, 2nd Edition
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Hands-On Machine Learning with Scikit-Learn, Keras, and TensorFlow, 2nd Edition

by Aurélien Géron
September 2019
Intermediate to advanced
848 pages
24h 18m
English
O'Reilly Media, Inc.
Content preview from Hands-On Machine Learning with Scikit-Learn, Keras, and TensorFlow, 2nd Edition

Chapter 18. 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 particularly 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 a British 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 March 2016 with the victory of their system AlphaGo against Lee Sedol, a legendary professional player of the game of Go, and in May 2017 against Ke Jie, the world champion. 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 in 2014.

So how did DeepMind achieve all this? 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’s good at, then present two of the most ...

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Publisher Resources

ISBN: 9781492032632Errata Page