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This project uses reinforcement learning to train an agent to navigate a racetrack and improve its lap times. The model learns through trial and error, optimizing actions such as acceleration and steering using Q-learning or Deep Q-Networks (DQN). The agent progressively reduces lap times by exploring the environment and adjusting its strategy.

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NeelBorad00/reinforcement-based-racetrack-learner

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Reinforcement-Based Racetrack Learner

This repository contains a reinforcement learning-based solution where an agent learns to navigate a racetrack. The goal of the project is to develop a model that allows a car to autonomously learn how to drive along a track and improve its lap times through trial and error using reinforcement learning techniques.

Key Features

  • Reinforcement Learning Algorithm: Utilizes Q-learning or Deep Q-Networks (DQN) to enable the car to make decisions and learn the best actions for optimal lap times.
  • Environment Simulation: The racetrack is simulated using Python, and the car's actions, such as steering and acceleration, are optimized based on feedback from the environment.
  • Model Training: The agent is trained in an iterative process, improving its strategy with each lap, gradually reducing its lap time as it discovers the most efficient route.
  • Performance Metrics: The model's performance is evaluated by measuring lap time improvement and the agent's ability to avoid obstacles and maintain the optimal racing line.

Technologies Used

  • Reinforcement Learning: Q-learning, Deep Q-Networks (DQN)
  • Python: For implementation and simulation

About

This project uses reinforcement learning to train an agent to navigate a racetrack and improve its lap times. The model learns through trial and error, optimizing actions such as acceleration and steering using Q-learning or Deep Q-Networks (DQN). The agent progressively reduces lap times by exploring the environment and adjusting its strategy.

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