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Starts 7 June 2025 23:14

Ends 7 June 2025

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How We Used Reinforcement Learning to Solve the Abbey of Crime

Explore how AI and reinforcement learning were used to conquer the challenging 1987 RPG "Abbey of Crime," overcoming its complexity within 120k of data to complete the game autonomously.
MLCon | Machine Learning Conference via YouTube

MLCon | Machine Learning Conference

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Overview

Explore how AI and reinforcement learning were used to conquer the challenging 1987 RPG "Abbey of Crime," overcoming its complexity within 120k of data to complete the game autonomously.

Syllabus

  • Introduction to the Abbey of Crime
  • Overview of the 1987 RPG and its complexity
    Game challenges and objectives that need addressing with AI
  • Fundamentals of Reinforcement Learning (RL)
  • Key concepts: agents, environments, states, actions, and rewards
    Overview of RL algorithms used in gaming
  • Analyzing the Abbey of Crime for RL Application
  • Mapping game elements to RL structures
    Challenges in modeling game dynamics with RL
  • Designing the RL Framework
  • Setting up the environment and state representation for Abbey of Crime
    Action space definition based on game mechanics
  • Implementing RL Algorithms
  • Selection of appropriate RL algorithms for the game
    Training and tuning parameters to achieve desired outcomes
  • Handling Game Constraints and Data Limitations
  • Strategies for efficient data use within 120k constraints
    Optimization techniques for resource-constrained RL applications
  • Testing and Evaluation
  • Methods to evaluate RL performance in-game
    Iterative testing and refinement processes
  • Achievements and Outcomes
  • Discussion on solving complex game scenarios
    Insights and breakthroughs from conquering the Abbey of Crime with RL
  • Lessons Learned and Future Directions
  • Reflections on the role of AI in gaming
    Potential applications of RL across other gaming contexts
  • Conclusion and Resources
  • Summary of key learnings from the course
    Further reading and resources for advanced exploration of RL in games

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