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Hands-On Reinforcement Learning for Games

You're reading from   Hands-On Reinforcement Learning for Games Implementing self-learning agents in games using artificial intelligence techniques

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Product type Paperback
Published in Jan 2020
Publisher Packt
ISBN-13 9781839214936
Length 432 pages
Edition 1st Edition
Languages
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Author (1):
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Micheal Lanham Micheal Lanham
Author Profile Icon Micheal Lanham
Micheal Lanham
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Table of Contents (19) Chapters Close

Preface 1. Section 1: Exploring the Environment
2. Understanding Rewards-Based Learning FREE CHAPTER 3. Dynamic Programming and the Bellman Equation 4. Monte Carlo Methods 5. Temporal Difference Learning 6. Exploring SARSA 7. Section 2: Exploiting the Knowledge
8. Going Deep with DQN 9. Going Deeper with DDQN 10. Policy Gradient Methods 11. Optimizing for Continuous Control 12. All about Rainbow DQN 13. Exploiting ML-Agents 14. DRL Frameworks 15. Section 3: Reward Yourself
16. 3D Worlds 17. From DRL to AGI 18. Other Books You May Enjoy

Exploring SARSA on-policy learning

SARSA, which is the process this method emulates. That is, the algorithm works by moving to a state, then choosing an action, receiving a reward, and then moving to the next state action. This makes SARSA an on-policy method, that is, the algorithm works by learning and deciding with the same policy. This differs from Q-learning, as we saw in Chapter 4, Temporal Difference Learning, where Q is a form of off-policy learner.

The following diagram shows the difference in backup diagrams for Q-learning and SARSA:

Backup diagrams for Q and SARSA

Recall that our Q-learner is an off-policy learner. That is, it requires the algorithm to update the policy or Q table offline and then later make decisions from that. However, if we want to tackle the TDL problem beyond one step or TD (0), then we need to have an on-policy learner. Our learning agent or...

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