Python 3.6 implementation of how to build and apply the Q-Learning algorithm with E-greedy approach to escape from a 2D maze with static fire and obstacles. All this can be extrapolated to several cases in which the environment could be represented as a grid of strings with spatial sense, such as mazes, etc.
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Q-learning pathscaping application implemented without any ML library
GuzmanGP/Q-Learning-maze-construction-E-greedy-approach-
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Q-learning pathscaping application implemented without any ML library
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