State
One sparse Q-table row per board-state-and-mark combination.
Train a tabular Q-learning Connect4 policy against local heuristic opponents and store the resulting artifact as an activatable model.
RL training runs on the local Connect4 engine, so the same bounded job flow works in cloud deployments.
How the tabular Q-learning policy is structured and updated.
One sparse Q-table row per board-state-and-mark combination.
Epsilon-greedy over legal columns: mostly exploit the best-known move, sometimes explore.
Wins reward strongly, losses penalize strongly, ties reward modestly, and non-terminal moves incur a small shaping penalty.
for each episode:
state = reset(board, opening order)
while not done:
action = epsilon_greedy(Q[state], legal_columns)
next_state, reward, done = env.step(action)
Q[state, action] = (1 - alpha) * Q[state, action]
+ alpha * (reward + gamma * max(Q[next_state]))
state = next_state
decay epsilon
occasionally decay alpha
No active RL job.
No metrics yet.
| ID | Status | Progress | Model ID | Opponent | Final 100 Avg Reward |
|---|