Greedy success
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Reinforcement learning lab
The agent starts on S and has to reach G. Dark water is a hole. Train a Q-table, a policy gradient, or a small neural network, then watch the policy try to cross.
Click a square to paint it. S tile and Begin here are the same square: it becomes S, and every episode starts there.
Setting up the lake.
Arrow keys walk the live lake. Playback replays one recorded episode, including slips.
Greedy success
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Average reward
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Average steps
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Greedy success means the agent reached the goal, with exploration turned off. Average reward is the sum of the tile rewards along the way. With the defaults, a success pays 1 and every other episode pays 0.
Point at a tile after training to read the four action values.
Starting values, drawn at random between 0 and 0.1. Holes and the goal stay at 0.
| State | Tile | Left | Down | Right | Up |
|---|---|---|---|---|---|
| No Q-table yet. | |||||