Reinforcement Learning – Tool Design – User’s Journey

In the previous blog I thought through a Stakeholder map and the most important personas. Knowing who will primarily use the tool, it is now time to think through what their use cases should look like – it is time to map the user journey.

In this blog, I explain my approach of this tools user journey as well as a first mock-up of the tool.

Reinforcement Learning – Tool Design – User’s Preferences

In the previous blog I shared my first thoughts about the tool I aim to develop, including the most probable target groups and the biggest issues that may arise for them. To get a clearer image of the situation, I will use three design methods that will specify the target groups and their needs.

In this blog, I introduce tools – a stakeholder map, a persona and a project rundown.

Reinforcement Learning – Tool Design – User’s Needs

I aim to create a tool that applies a Reinforcement Learning (RL) bot to any given Unity application. The bot shall then try to maximize a game’s built-in score, which will be the only requirement for the tool to work. Functionality-wise, I see no major obstacles in the tools developement – there are a few things to clear up design-wise though.

In this blog, I will go over some thoughts concerning the design of this (still) unnamed RL tool for Unity. This blog marks the beginning of (another) new blog series I will dedicate to the tools‘ design.

Reinforcement Learning – Lost Chapters – Improving the algorithm

Typically, the algorithm that an Reinforcement Learning (RL) bot is following is built around the reward function. In the previous Lost Chapters blog I mentioned Curriculum Learning: a method that has the purpose of improving the algorithm – and there are more performance improvers like that, which are today’s topic.

In this blog, I explain methods that improve an RL AI’s algorithm.

Reinforcement Learning – Lost Chapters – Designing a Reward Function

I recently read a Master Thesis in the field of Reinforcement Learning – and realized that there is a lot of important theoratical content I skipped over so far. This blog marks the beginning of the „Lost Chapters“ series, which will cover topics I might have missed during my journey through the AI jungle.

In this blog, I will take a glance at the design of reward functions.

Bewertung der Masterarbeit: ‚Using Reinforcement Learning for Games with Nondeterministic State Transitions‘

In diesem Blogeintrag analysiere ich die Masterarbeit ‚Using Reinforcement Learning for Games with Nondeterministic State Transitions‘ von Max Fischer, eingereicht 2019 an der Linköping University im Department of Computer and Information Science.

Reinforcement Learning – Anniversary

Over the past few weeks I developed a small roll-a-ball project and took some close looks into its compoments. I tested tools that could extract the projects assets or scripts. I managed to fetch the ingame score of the project from the Windows registry. Now its time to explain why – its time to introduce this topics‘ main objective.

In this (anniversary edition) blog, I present the big picture of „Reinforcement Learning in Unity“.