Solving JumpIN' with reinforcement learning

Schematic by Rachel Ostic based on SmartGames board design

Project to learn more about Python and reinforcement learning applied to the single-player game JumpIN'. The solver trains on puzzles and, through Q-learning feedback, more efficient solutions are reinforced.

Rachel Ostic
Rachel Ostic
Data scientist

I’m fascinated by data analysis and how it combines abstract thinking with real world problems, and I am starting to fuse this interest with programming both personally and at work.