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Reinforcement Learning (RL)
Teaching a machine to learn by trial and error, using rewards (good) and penalties (bad) to improve decisions.
Q-Learning
An RL method where an agent learns a Q-table to decide the best actions in each situation.
Doing RL by Hand
Manually updating Q-values by picking actions (random/best), observing rewards, and repeating to improve decisions.
Bandits
A scenario where the agent chooses between options (like slot machines) to find the best reward.
Multi-Armed Bandits
Choosing between multiple options (e.g., slot machines), balancing exploration and exploitation.
Contextual Bandits
Bandits with context where the choice depends on the situation.
Epsilon-Greedy Strategy
A method to balance exploration and exploitation by exploring randomly with chance ε and exploiting the best-known action otherwise.
Upper Confidence Bound (UCB)
A strategy for balancing good rewards and uncertain actions.
Thompson Sampling
Uses probabilities to pick actions with the highest potential reward, balancing exploration and exploitation naturally.