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Python Machine Learning by Example

You're reading from   Python Machine Learning by Example Build intelligent systems using Python, TensorFlow 2, PyTorch, and scikit-learn

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Product type Paperback
Published in Oct 2020
Publisher Packt
ISBN-13 9781800209718
Length 526 pages
Edition 3rd Edition
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Author (1):
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Yuxi (Hayden) Liu Yuxi (Hayden) Liu
Author Profile Icon Yuxi (Hayden) Liu
Yuxi (Hayden) Liu
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Table of Contents (17) Chapters Close

Preface 1. Getting Started with Machine Learning and Python 2. Building a Movie Recommendation Engine with Naïve Bayes FREE CHAPTER 3. Recognizing Faces with Support Vector Machine 4. Predicting Online Ad Click-Through with Tree-Based Algorithms 5. Predicting Online Ad Click-Through with Logistic Regression 6. Scaling Up Prediction to Terabyte Click Logs 7. Predicting Stock Prices with Regression Algorithms 8. Predicting Stock Prices with Artificial Neural Networks 9. Mining the 20 Newsgroups Dataset with Text Analysis Techniques 10. Discovering Underlying Topics in the Newsgroups Dataset with Clustering and Topic Modeling 11. Machine Learning Best Practices 12. Categorizing Images of Clothing with Convolutional Neural Networks 13. Making Predictions with Sequences Using Recurrent Neural Networks 14. Making Decisions in Complex Environments with Reinforcement Learning 15. Other Books You May Enjoy
16. Index

Performing Monte Carlo learning

Monte Carlo (MC)-based reinforcement learning is a model-free approach, which means it doesn't need a known transition matrix and reward matrix. In this section, you will learn about MC policy evaluation on the Blackjack environment, and solve the environment with MC Control algorithms. Blackjack is a typical environment with an unknown transition matrix. Let's first simulate the Blackjack environment.

Simulating the Blackjack environment

Blackjack is a popular card game. The game has the following rules:

  • The player competes against a dealer and wins if the total value of their cards is higher and doesn't exceed 21.
  • Cards from 2 to 10 have values from 2 to 10.
  • Cards J, K, and Q have a value of 10.
  • The value of an ace can be either 1 or 11 (called a "usable" ace).
  • At the beginning, both parties are given two random cards, but only one of the dealer's cards is revealed to the player...
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