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David Silver Easy21 Reinforcement Learning Monte-Carlo Assignment

Course Slides http://www0.cs.ucl.ac.uk/staff/d.silver/web/Teaching.html

Sutton and Barto https://webdocs.cs.ualberta.ca/~sutton/book/ebook/the-book.html

Description:

  1. The player and dealer are each dealt 1 card

  2. The player hits or stands based on epsilon greedy exploration strategy

  • Epsilon = 100 / (100 + N(s)) where N(s) is the number of times the state has been visited
  • If epsilon is less than a random number from 0-1, then use the prior best action. If not, pick a random action. So as N(s) increases, epsilon decreases and you are more likely to follow the prior best action.
  1. If the player does not bust, the dealer draws until > 17

  2. At the end of each hand, the Q matrix is updated for each state / action combination as follows:

  • alpha = 1 / N(s, a) where N(s, a) is the number of times the state / action combination has been visited
  • hand reward = 1 win, -1 lose, 0 tie
  • Q new = Q old + (alpha * (hand reward - Q old))

Note that the Q values are updated for each state in the hand.

After 10 million hands:

alt text

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