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README.md

🎮 Reinforcement Learning

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The reinforcement-learning code is organised by learning rule and execution style: single-environment policy optimisation, vectorized value learning, and game-playing projects. Gymnasium environments and local game environments are runtime dependencies; trained agents and TensorBoard logs are intentionally untracked.

Family Environments / projects Implementation evidence
Policy gradient and critic variants Acrobot, CartPole, LunarLander, MountainCar Policy networks, trajectory buffers, returns, GradientTape, selected critics
REINFORCE Acrobot, CartPole, LunarLander, MountainCar Monte-Carlo policy-gradient agents and simulator/train scripts
Vectorized DQN Acrobot, CartPole, LunarLander, MountainCar Q-networks, replay buffers, vectorized environments, compiled updates
Vectorized Double DQN Acrobot, CartPole, LunarLander, MountainCar Double-Q targets, replay, TensorBoard-capable trainers
Games Tic-Tac-Toe and Connect4 Search/random/human agents plus policy-gradient, DQN, Double DQN, and dueling-DQN agents

Core mapping

For policy methods, trajectories supply discounted returns and a categorical policy is updated with tf.GradientTape. For value methods, replay batches train Q-networks against bootstrapped targets; Double DQN separates action selection from target evaluation. Vectorized folders use batched environment state and tf.function in the hot update path.

Status boundaries

Project/3_Othello and Project/Chess are directory placeholders in the current tracked checkout; they are not listed as implemented agents. Several single-environment reinforce.py files are explicit stubs, so documentation will point readers to the working agent.py/train.py path instead.