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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

Introducing meta reinforcement learning

Now, that we understand the concept of meta learning, we can move on to meta reinforcement learning. Meta-RL—or RL^2 (RL Squared), as it has been called—is quickly evolving, but the additional complexity still makes this method currently inaccessible. While the concept is very similar to vanilla meta, it still introduces a number of subtle nuances for RL. Some of these can be difficult to understand, so hopefully the following diagram can help. It was taken from a paper titled Reinforcement Learning, Fast and Slow by Botvinick, et al. 2019 (https://www.cell.com/action/showPdf?pii=S1364-6613%2819%2930061-0):

Meta reinforcement learning

In the diagram, you can see that familiar inner and outer loops that are characteristic of meta learning. This means that we also go from evaluating a policy for any observed state to also now...

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