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TieteenalaSyväoppiminenOptimointi
MenetelmäperheMachine learningProcess / pipeline
Syntyvuosi20151958
KehittäjäMnih, V. et al. (DQN)Ralph Gomory (cutting planes, 1958); land-and-doig branch-and-bound (1960)
TyyppiSequential decision-making (agent–environment interaction)Mathematical optimisation — exact combinatorial method
AlkuperäislähdeMnih, V. et al. (2015). Human-Level Control through Deep Reinforcement Learning. Nature, 518, 529–533. DOI ↗Wolsey, L.A. (1998). Integer Programming. Wiley. ISBN: 9780471283669
RinnakkaisnimetDerin Pekiştirmeli Öğrenme (DQN / PPO / A3C), derin pekiştirmeli öğrenme, deep RL, DRLIP, MIP, mixed-integer programming, mixed-integer linear programming
Liittyvät44
TiivistelmäDeep 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.Integer programming (IP), also called mixed-integer programming (MIP) when only some variables are restricted to whole numbers, is a branch of mathematical optimisation in which some or all decision variables must take integer or binary values. Building on linear programming, it was formalised through Ralph Gomory's cutting-plane method (1958) and the Land-and-Doig branch-and-bound algorithm (1960), and it has since become the standard exact framework for scheduling, assignment, routing, and resource-allocation problems.
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ScholarGateVertaile menetelmiä: Deep Reinforcement Learning · Integer Programming. Haettu 2026-06-15 osoitteesta https://scholargate.app/fi/compare