A specific algorithmic example of reinforcement learning is Q-learning. In Q-learning, you start with a set environment of states, represented by the symbol ‘S’. In the game Pac-Man, states could be the challenges, obstacles or pathways that exist in the game. There may exist a wall to the left, a ghost to the right, and a power pill above—each representing different states. The set of possible actions to respond to these states is referred to as “A.” In the case of Pac-Man, actions are limited to left, right, up, and down movements, as well as multiple combinations thereof. The third
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