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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Model-Free Episodic Control · HackerPapers discussions</title><link>https://hackerpaper.kaipfister.de/p/1606.04460/</link><description>Collected HN comments and submissions linking this paper.</description><language>en</language><lastBuildDate>Mon, 02 Nov 2026 11:16:22 GMT</lastBuildDate><atom:link href="https://hackerpaper.kaipfister.de/p/1606.04460/feed.xml" rel="self" type="application/rss+xml" /><item><title>Model-Free Episodic Control — mentioned by backpropaganda</title><link>https://news.ycombinator.com/item?id=14801861</link><guid isPermaLink="false">urn:hackerpapers:mention:1606.04460:14801861</guid><pubDate>Wed, 19 Jul 2017 03:33:27 GMT</pubDate><description>&lt;p&gt;Yes. In Chess, it&amp;#x27;s relatively easy to judge how good a board position is, and thus people have been successful by hand-engineering the board position evaluator (also called value function in RL lingo), and then just doing tree search to take the action which improves board position the most. In Go, evaluating board position is much more difficult, and it&amp;#x27;s not possible to approximate the value function by hand-engineered code. Thus, AlphaGO approximates the value by simulating the game till win/lose from arbitrary board positions to evaluate its value. This doesn&amp;#x27;t really require neural…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/1606.04460/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>stat.ML</category></item></channel></rss>
