Workshop
in Reinforcement Learning
(0368-3500-37)
Workshop project:
- The project will be done in groups of 2-3 students.
- Each group will implement a learning algorithm for
a board game.
- The background material needed would be covered
during the lectures.
- Requirements
document
Suggested Projects
More Challenging Projects
Workshop Outline
Week 1: Min
Max Trees
Week 2: Introduction
to Reinforcement Learning: Model and Planning.
Week 3: Reinforcement
learning: Learning (small state space)
Week 4: Reinforcement
learning: Learning (large state space)
Teams and Games
students
GUI: slides and sample code
Slides: Simple
Graphics (GUI)
Code:
Basic Tic Toe implemented in C++.
Basic Tic Toe implemented in Java.
Bibliography [for background]
- A.G.
Barto and R.S., Reinforcement
Learning, MIT Press, 1998.
- Bertsekas, D. P. and Tsitsiklis,
J. N. (1996). Neural Dynamic Programming. Athena Scientific, Belmont, MA.
- Gardner (1981). Samuel's
checkers player. In Barr, A. and Feigenbaum, E.
A., editors, The Handbook of Artificial Intelligence, I, pages
84--108. William Kaufmann, Los
Altos, CA.
- Samuel,
A. L. (1967). Some studies in machine learning using the game of checkers.
II---Recent progress. IBM Journal on Research and Development,
pages 601--617.
- Tesauro, G. J. (1994). TD--gammon, a self-teaching
backgammon program, achieves master-level play. Neural Computation,
6(2):215--219.
- Tesauro, G. J. (1995). Temporal difference learning and
TD-Gammon. Communications of the ACM, 38:58--68.
- Tsitsiklis, J. N. and Van Roy, B. (1996).
Feature-based methods for large scale dynamic programming. Machine
Learning, 22:59--94.