Reinforcement Learning Strategies for the Card Game 'Getaway' An Evaluation of Q-learning and SARSA
This paper investigates the application of model-free reinforcement learning algorithms to optimize an AI agent for the card game 'Getaway'. Specifically, we focus on two temporal difference learning methods: Q-learning for off-policy learning and SARSA for on-policy learning. We compare the policies derived from both algorithms, demonstrating that the Q-learning approach is more suited to the strategic requirements of 'Getaway'. Additionally, we introduce a novel adaptation to Q-learning that involves seeding initial Q-values for each state-action pair following extensive exploration. Our analysis details how this modification enhances the performance of the model, offering insights into its potential for broader applications in complex game environments.
Authors
- Saravanan Gowthaman
Institutions
- Universidad del Noreste (MX)
Publication Details
- Journal
- Zenodo (CERN European Organization for Nuclear Research)
- Published
- 2026-03-14
- DOI
- https://doi.org/10.5281/zenodo.19020942
- Primary Topic
- Reinforcement Learning in Robotics
- Type
- article
- Field-Weighted Citation Impact
- 0.00