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Q-Learning×Βαθιά Ενισχυτική Μάθηση×
ΠεδίοΜηχανική ΜάθησηΒαθιά Μάθηση
ΟικογένειαMachine learningMachine learning
Έτος προέλευσης19922015
ΔημιουργόςChristopher Watkins & Peter DayanMnih, V. et al. (DQN)
ΤύποςModel-free reinforcement-learning control algorithmSequential decision-making (agent–environment interaction)
Θεμελιώδης πηγήWatkins, C. J. C. H., & Dayan, P. (1992). Q-learning. Machine Learning, 8(3–4), 279–292. DOI ↗Mnih, V. et al. (2015). Human-Level Control through Deep Reinforcement Learning. Nature, 518, 529–533. DOI ↗
Εναλλακτικές ονομασίεςQ-learning algorithm, tabular Q-learning, off-policy TD control, Q-öğrenmeDerin Pekiştirmeli Öğrenme (DQN / PPO / A3C), derin pekiştirmeli öğrenme, deep RL, DRL
Συναφείς34
ΣύνοψηQ-learning, introduced by Christopher Watkins and Peter Dayan in 1992, is a model-free reinforcement-learning algorithm that learns the value of taking each action in each state — the Q-function — purely from experience, without a model of the environment. It is off-policy: it learns the optimal action-values while following an exploratory behaviour policy, and under standard conditions it provably converges to the optimal policy.Deep Reinforcement Learning combines neural networks with reinforcement learning so an agent learns by interacting with an environment, popularised by Mnih and colleagues' 2015 Nature work on human-level Atari control. Instead of learning from a fixed labelled dataset, the agent takes actions, observes rewards, and gradually shapes a policy that maximises long-run return.
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ScholarGateΣύγκριση μεθόδων: Q-Learning · Deep Reinforcement Learning. Ανακτήθηκε στις 2026-06-17 από https://scholargate.app/el/compare