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Q-Learning

Q-Learning algorithm for solving the Frozen Lake Problem.

Given the environment that can be interacted with via a specific set of actions, Q-Learning lets the agent learn how to effectively function in it by choosing actions (randomly at first) and observing their outcomes.

Little by little, the agent understands which actions are beneficial to take in a given situation, considering not only the immediate reward but also potential future rewards and the ability to eventually reach the final goal.

Vanilla Q-Learning

The most straightforward implementation of Q-Learning is to use a table that maps all possible states to available actions and their respective Q-values. Agent's farsightedness is realized by considering the maximum Q-value of the next state when updating the current state's Q-value using the Bellman equation.

Training

Vanilla Training

Testing

Vanilla Testing

Deep Q-Learning

Vanilla, table-based Q-Learning is hardly applicable to environments with large state spaces. Also, it's harder for it to adapt to environments that are not fully determined and where random action outcomes are sometimes possible.

To overcome these limitations, Deep Q-Learning was introduced, in which the Q-Table is replaced with a neural network, able to generalize the Q-values for unseen states and discover the patterns of much higher complexity.

Two neural networks are used to train the agent: the actual, which directly determines the agent's behavior, and the ideal, which is needed to compute loss and perform optimization. Experience Replay is used to decorrelate the training samples and stabilize the overall training process.

Result

DQN Testing

About

Q-Learning algorithm.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Q-Learning

Q-Learning algorithm for solving the Frozen Lake Problem.

Given the environment that can be interacted with via a specific set of actions, Q-Learning lets the agent learn how to effectively function in it by choosing actions (randomly at first) and observing their outcomes.

Little by little, the agent understands which actions are beneficial to take in a given situation, considering not only the immediate reward but also potential future rewards and the ability to eventually reach the final goal.

Vanilla Q-Learning

The most straightforward implementation of Q-Learning is to use a table that maps all possible states to available actions and their respective Q-values. Agent's farsightedness is realized by considering the maximum Q-value of the next state when updating the current state's Q-value using the Bellman equation.

Training

Vanilla Training

Testing

Vanilla Testing

Deep Q-Learning

Vanilla, table-based Q-Learning is hardly applicable to environments with large state spaces. Also, it's harder for it to adapt to environments that are not fully determined and where random action outcomes are sometimes possible.

To overcome these limitations, Deep Q-Learning was introduced, in which the Q-Table is replaced with a neural network, able to generalize the Q-values for unseen states and discover the patterns of much higher complexity.

Two neural networks are used to train the agent: the actual, which directly determines the agent's behavior, and the ideal, which is needed to compute loss and perform optimization. Experience Replay is used to decorrelate the training samples and stabilize the overall training process.

Result

DQN Testing

About

Q-Learning algorithm.

Topics

Resources

Stars

1 star

Watchers

1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Q-Learning

Q-Learning algorithm for solving the Frozen Lake Problem.

Given the environment that can be interacted with via a specific set of actions, Q-Learning lets the agent learn how to effectively function in it by choosing actions (randomly at first) and observing their outcomes.

Little by little, the agent understands which actions are beneficial to take in a given situation, considering not only the immediate reward but also potential future rewards and the ability to eventually reach the final goal.

Vanilla Q-Learning

The most straightforward implementation of Q-Learning is to use a table that maps all possible states to available actions and their respective Q-values. Agent's farsightedness is realized by considering the maximum Q-value of the next state when updating the current state's Q-value using the Bellman equation.

Training

Vanilla Training

Testing

Vanilla Testing

Deep Q-Learning

Vanilla, table-based Q-Learning is hardly applicable to environments with large state spaces. Also, it's harder for it to adapt to environments that are not fully determined and where random action outcomes are sometimes possible.

To overcome these limitations, Deep Q-Learning was introduced, in which the Q-Table is replaced with a neural network, able to generalize the Q-values for unseen states and discover the patterns of much higher complexity.

Two neural networks are used to train the agent: the actual, which directly determines the agent's behavior, and the ideal, which is needed to compute loss and perform optimization. Experience Replay is used to decorrelate the training samples and stabilize the overall training process.

Result

DQN Testing

About

Q-Learning algorithm.

Topics

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Q-Learning

Q-Learning algorithm for solving the Frozen Lake Problem.

Given the environment that can be interacted with via a specific set of actions, Q-Learning lets the agent learn how to effectively function in it by choosing actions (randomly at first) and observing their outcomes.

Little by little, the agent understands which actions are beneficial to take in a given situation, considering not only the immediate reward but also potential future rewards and the ability to eventually reach the final goal.

Vanilla Q-Learning

The most straightforward implementation of Q-Learning is to use a table that maps all possible states to available actions and their respective Q-values. Agent's farsightedness is realized by considering the maximum Q-value of the next state when updating the current state's Q-value using the Bellman equation.

Training

Vanilla Training

Testing

Vanilla Testing

Deep Q-Learning

Vanilla, table-based Q-Learning is hardly applicable to environments with large state spaces. Also, it's harder for it to adapt to environments that are not fully determined and where random action outcomes are sometimes possible.

To overcome these limitations, Deep Q-Learning was introduced, in which the Q-Table is replaced with a neural network, able to generalize the Q-values for unseen states and discover the patterns of much higher complexity.

Two neural networks are used to train the agent: the actual, which directly determines the agent's behavior, and the ideal, which is needed to compute loss and perform optimization. Experience Replay is used to decorrelate the training samples and stabilize the overall training process.

Result

DQN Testing

About

Q-Learning algorithm.

Topics

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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Q-Learning

Q-Learning algorithm for solving the Frozen Lake Problem.

Given the environment that can be interacted with via a specific set of actions, Q-Learning lets the agent learn how to effectively function in it by choosing actions (randomly at first) and observing their outcomes.

Little by little, the agent understands which actions are beneficial to take in a given situation, considering not only the immediate reward but also potential future rewards and the ability to eventually reach the final goal.

Vanilla Q-Learning

The most straightforward implementation of Q-Learning is to use a table that maps all possible states to available actions and their respective Q-values. Agent's farsightedness is realized by considering the maximum Q-value of the next state when updating the current state's Q-value using the Bellman equation.

Training

Vanilla Training

Testing

Vanilla Testing

Deep Q-Learning

Vanilla, table-based Q-Learning is hardly applicable to environments with large state spaces. Also, it's harder for it to adapt to environments that are not fully determined and where random action outcomes are sometimes possible.

To overcome these limitations, Deep Q-Learning was introduced, in which the Q-Table is replaced with a neural network, able to generalize the Q-values for unseen states and discover the patterns of much higher complexity.

Two neural networks are used to train the agent: the actual, which directly determines the agent's behavior, and the ideal, which is needed to compute loss and perform optimization. Experience Replay is used to decorrelate the training samples and stabilize the overall training process.

Result

DQN Testing

About

Q-Learning algorithm.

Topics

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

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Q-Learning

Q-Learning algorithm for solving the Frozen Lake Problem.

Given the environment that can be interacted with via a specific set of actions, Q-Learning lets the agent learn how to effectively function in it by choosing actions (randomly at first) and observing their outcomes.

Little by little, the agent understands which actions are beneficial to take in a given situation, considering not only the immediate reward but also potential future rewards and the ability to eventually reach the final goal.

Vanilla Q-Learning

The most straightforward implementation of Q-Learning is to use a table that maps all possible states to available actions and their respective Q-values. Agent's farsightedness is realized by considering the maximum Q-value of the next state when updating the current state's Q-value using the Bellman equation.

Training

Vanilla Training

Testing

Vanilla Testing

Deep Q-Learning

Vanilla, table-based Q-Learning is hardly applicable to environments with large state spaces. Also, it's harder for it to adapt to environments that are not fully determined and where random action outcomes are sometimes possible.

To overcome these limitations, Deep Q-Learning was introduced, in which the Q-Table is replaced with a neural network, able to generalize the Q-values for unseen states and discover the patterns of much higher complexity.

Two neural networks are used to train the agent: the actual, which directly determines the agent's behavior, and the ideal, which is needed to compute loss and perform optimization. Experience Replay is used to decorrelate the training samples and stabilize the overall training process.

Result

DQN Testing

About

Q-Learning algorithm.

Topics

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Q-Learning

Q-Learning algorithm for solving the Frozen Lake Problem.

Given the environment that can be interacted with via a specific set of actions, Q-Learning lets the agent learn how to effectively function in it by choosing actions (randomly at first) and observing their outcomes.

Little by little, the agent understands which actions are beneficial to take in a given situation, considering not only the immediate reward but also potential future rewards and the ability to eventually reach the final goal.

Vanilla Q-Learning

The most straightforward implementation of Q-Learning is to use a table that maps all possible states to available actions and their respective Q-values. Agent's farsightedness is realized by considering the maximum Q-value of the next state when updating the current state's Q-value using the Bellman equation.

Training

Vanilla Training

Testing

Vanilla Testing

Deep Q-Learning

Vanilla, table-based Q-Learning is hardly applicable to environments with large state spaces. Also, it's harder for it to adapt to environments that are not fully determined and where random action outcomes are sometimes possible.

To overcome these limitations, Deep Q-Learning was introduced, in which the Q-Table is replaced with a neural network, able to generalize the Q-values for unseen states and discover the patterns of much higher complexity.

Two neural networks are used to train the agent: the actual, which directly determines the agent's behavior, and the ideal, which is needed to compute loss and perform optimization. Experience Replay is used to decorrelate the training samples and stabilize the overall training process.

Result

DQN Testing

About

Q-Learning algorithm.

Topics

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Q-Learning

Q-Learning algorithm for solving the Frozen Lake Problem.

Given the environment that can be interacted with via a specific set of actions, Q-Learning lets the agent learn how to effectively function in it by choosing actions (randomly at first) and observing their outcomes.

Little by little, the agent understands which actions are beneficial to take in a given situation, considering not only the immediate reward but also potential future rewards and the ability to eventually reach the final goal.

Vanilla Q-Learning

The most straightforward implementation of Q-Learning is to use a table that maps all possible states to available actions and their respective Q-values. Agent's farsightedness is realized by considering the maximum Q-value of the next state when updating the current state's Q-value using the Bellman equation.

Training

Vanilla Training

Testing

Vanilla Testing

Deep Q-Learning

Vanilla, table-based Q-Learning is hardly applicable to environments with large state spaces. Also, it's harder for it to adapt to environments that are not fully determined and where random action outcomes are sometimes possible.

To overcome these limitations, Deep Q-Learning was introduced, in which the Q-Table is replaced with a neural network, able to generalize the Q-values for unseen states and discover the patterns of much higher complexity.

Two neural networks are used to train the agent: the actual, which directly determines the agent's behavior, and the ideal, which is needed to compute loss and perform optimization. Experience Replay is used to decorrelate the training samples and stabilize the overall training process.

Result

DQN Testing

About

Q-Learning algorithm.

Topics

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Used by

Contributors

Languages