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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

DL for RL

Over the course of the previous five chapters, we learned how to evaluate the value of state and actions for a given finite MDP. We learned how to solve various finite MDP problems using methods from MC, DP, Q-learning, and SARSA. Then we explored infinite MDP or continuous observation/action space problems, and we discovered this class of problems introduced computational limits that can only be overcome by introducing other methods, and this is where DL comes in.

DL is so popular and accessible now that we have decided to cover only a very broad overview of the topic in this book. Anyone serious about building DRL agents should look at studying DL further on their own.

For many, DL is about image classification, speech recognition, or that new cool thing called a generative adversarial network (GAN). Now, these are all great applications of DL, but, fundamentally...

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