PENERAPAN PEMBELAJARAN Q MENDALAM SEBAGAI ALGORITMA PEMBELARAJAN PENGUATAN UNTUK MELATIH AGEN PEMAIN GOMOKU

Artificial intelligence is developing very quickly. One method to develop artificial intelligence is reinforcement learning. Through reinforcement learning, an agent learns through interaction with its environment. This method can be used for many things from teaching a robot to walk to creating...

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Main Author: Nugraha Jiun, Anang
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/85587
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:85587
spelling id-itb.:855872024-08-27T08:17:49ZPENERAPAN PEMBELAJARAN Q MENDALAM SEBAGAI ALGORITMA PEMBELARAJAN PENGUATAN UNTUK MELATIH AGEN PEMAIN GOMOKU Nugraha Jiun, Anang Indonesia Final Project Reinforcement learning, Deep Q Learning, hyperparameter optimization, Gomoku. INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/85587 Artificial intelligence is developing very quickly. One method to develop artificial intelligence is reinforcement learning. Through reinforcement learning, an agent learns through interaction with its environment. This method can be used for many things from teaching a robot to walk to creating an artificial intelligence that can play chess at a high skill level. This research was conducted to see if one reinforcement learning algorithm, Deep Q Learning, could be used to train an artificial intelligence to play a traditional board game from Japan called Gomoku. Gomoku is a game that is very similar with Tictac- toe and uses a 15x15 board. It was found that Deep Q Learning can produce an artificial intelligence that has a very basic strategy for Gomoku for a relatively small amount of training time. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description Artificial intelligence is developing very quickly. One method to develop artificial intelligence is reinforcement learning. Through reinforcement learning, an agent learns through interaction with its environment. This method can be used for many things from teaching a robot to walk to creating an artificial intelligence that can play chess at a high skill level. This research was conducted to see if one reinforcement learning algorithm, Deep Q Learning, could be used to train an artificial intelligence to play a traditional board game from Japan called Gomoku. Gomoku is a game that is very similar with Tictac- toe and uses a 15x15 board. It was found that Deep Q Learning can produce an artificial intelligence that has a very basic strategy for Gomoku for a relatively small amount of training time.
format Final Project
author Nugraha Jiun, Anang
spellingShingle Nugraha Jiun, Anang
PENERAPAN PEMBELAJARAN Q MENDALAM SEBAGAI ALGORITMA PEMBELARAJAN PENGUATAN UNTUK MELATIH AGEN PEMAIN GOMOKU
author_facet Nugraha Jiun, Anang
author_sort Nugraha Jiun, Anang
title PENERAPAN PEMBELAJARAN Q MENDALAM SEBAGAI ALGORITMA PEMBELARAJAN PENGUATAN UNTUK MELATIH AGEN PEMAIN GOMOKU
title_short PENERAPAN PEMBELAJARAN Q MENDALAM SEBAGAI ALGORITMA PEMBELARAJAN PENGUATAN UNTUK MELATIH AGEN PEMAIN GOMOKU
title_full PENERAPAN PEMBELAJARAN Q MENDALAM SEBAGAI ALGORITMA PEMBELARAJAN PENGUATAN UNTUK MELATIH AGEN PEMAIN GOMOKU
title_fullStr PENERAPAN PEMBELAJARAN Q MENDALAM SEBAGAI ALGORITMA PEMBELARAJAN PENGUATAN UNTUK MELATIH AGEN PEMAIN GOMOKU
title_full_unstemmed PENERAPAN PEMBELAJARAN Q MENDALAM SEBAGAI ALGORITMA PEMBELARAJAN PENGUATAN UNTUK MELATIH AGEN PEMAIN GOMOKU
title_sort penerapan pembelajaran q mendalam sebagai algoritma pembelarajan penguatan untuk melatih agen pemain gomoku
url https://digilib.itb.ac.id/gdl/view/85587
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