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Problem Description You are tasked with developing a Q - learning agent to solve a grid world environment using reinforcement learning and Python. The grid

Problem Description You are tasked with developing a Q-learning agent to solve a grid world environment using reinforcement learning and Python. The grid world is represented as a 5x5 grid, and the agent must navigate through it, avoiding obstacles, and reach the terminal state to receive a reward. Grid World Configuration and Rules The grid world is a 5x5 matrix bounded by borders. The agent starts from cell [2,1](second row, first column). The agent has four possible actions: North (action code: -1) South (action code: -2) East (action code: -3) West (action code: -4) The agent receives a reward of +10 if it reaches the terminal state cell [5,1](blue cell). There is a special jump from cell [4,2] to cell [4,4] with a reward of +5. The agent is blocked by obstacles (black cells). Q-Learning Approach Q-learning is a model-free reinforcement learning algorithm that learns an action-value function (Q-values) for each state-action pair. Heres how you can approach this task: Initialization: Initialize the Q-values for all state-action pairs to arbitrary values (e.g., zeros). Set the learning rate (\alpha ) and discount factor (\gamma ). Exploration and Exploitation: Exploration: The agent explores different actions to discover the environment. Use an exploration strategy (e.g.,\epsi-greedy) to choose actions randomly with some probability. Exploitation: The agent exploits the learned Q-values to choose the best action based on the current state. Q-Value Update: Update the Q-values using the Q-learning update rule:Q(s,a)Q(s,a)+\alpha (r(s,a)+\gamma amaxQ(s,a)Q(s,a)) where: (s) is the current state. (a) is the chosen action. (s) is the next state after taking action (a).(r(s, a)) is the immediate reward for taking action (a) in state (s).(\alpha) is the learning rate. (\gamma) is the discount factor. Training the Agent: Run episodes where the agent interacts with the environment. Update Q-values based on observed rewards and transitions. Continue until convergence or a maximum number of episodes. Policy Extraction: Extract the policy (optimal action for each state) from the learned Q-values. Use the policy to navigate the agent through the grid world. Remember to handle special cases (e.g., the jump from cell [4,2] to [4,4]) appropriately in your implementation.

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