state-of-the-art woodland [Music] and so the traditional approach to solve this issue of sparse rewards has been the use of rewards shaping so reward chipping is the process of manually designing a reward function that needs to guide your policy to some desired behavior so in the case of montezuma's revenge for example you could give your agent a reward every single time it manages to avoid the skull or reach the key and these extra rewards will guide your policy to some desired behavior and while this obviously makes it easier for