Dealer
—
The agent conditions on the upcard only.
Agent
—
Deal a hand to start.
What the agent sees
(–,–,–)
player sumdealer upcardusable ace
Action values
Waiting for a hand.
Never visited in training — falling back to the built-in “hit below 17” heuristic.
0hands
0won
0lost
0pushed
0.00net units
Learned policy
Every state the agent can be in, coloured by the action it would take.
Saturation is Q(hit) − Q(stand) — how sure it is.
Dealer upcard
Player sum
stand
hit
never visited (heuristic)
differs from basic strategy
Table view
Train
Episodes run in the C++ server on a worker thread. The grid on the right is the live policy — watch it resolve out of noise.
0episodes run
—avg reward, last window
—win rate, last window
—epsilon
—states learned
Average reward
units per hand — the metric that mattersWin rate
wins ÷ decided hands · capped near 44% by the rulesExploration
epsilon — probability of a random actionepisodes
Policy, live
hard totalsStart training to watch the table fill in.
Q-learning vs Monte Carlo
Same rules, same deck, two update rules. Both play greedily.
No run yet. Deal a batch to compare the two agents.