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