Krahasoni metodat
Shqyrtoni metodat e zgjedhura krah për krah; rreshtat që ndryshojnë janë të theksuar.
| Mësimi i thellë i përforcuar× | Programim Dinamik× | |
|---|---|---|
| Fusha≠ | Mësimi i thellë | Optimizimi |
| Familja≠ | Machine learning | Process / pipeline |
| Viti i origjinës≠ | 2015 | 1957 |
| Krijuesi≠ | Mnih, V. et al. (DQN) | Richard Bellman |
| Lloji≠ | Sequential decision-making (agent–environment interaction) | Exact combinatorial optimization via recursive decomposition |
| Burimi themelues≠ | Mnih, V. et al. (2015). Human-Level Control through Deep Reinforcement Learning. Nature, 518, 529–533. DOI ↗ | Bellman, R. (1957). Dynamic Programming. Princeton University Press. ISBN: 978-0-691-07951-6 |
| Emërtime të tjera≠ | Derin Pekiştirmeli Öğrenme (DQN / PPO / A3C), derin pekiştirmeli öğrenme, deep RL, DRL | DP, Bellman's Principle of Optimality, Recursive Optimization, Dinamik Programlama |
| Të lidhura≠ | 4 | 3 |
| Përmbledhja≠ | 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. | Dynamic Programming (DP) is an exact optimization technique introduced by Richard Bellman in 1957 for solving multi-stage decision problems. It decomposes a complex problem into simpler, overlapping subproblems, solves each subproblem once, and stores the results to avoid redundant computation. Grounded in the Principle of Optimality, DP guarantees globally optimal solutions whenever the problem exhibits overlapping subproblems and optimal substructure. |
| ScholarGateSeti i të dhënave ↗ |
|
|