Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Keras Deep Learning Cookbook

You're reading from   Keras Deep Learning Cookbook Over 30 recipes for implementing deep neural networks in Python

Arrow left icon
Product type Paperback
Published in Oct 2018
Publisher Packt
ISBN-13 9781788621755
Length 252 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Authors (3):
Arrow left icon
Sujit Pal Sujit Pal
Author Profile Icon Sujit Pal
Sujit Pal
Manpreet Singh Ghotra Manpreet Singh Ghotra
Author Profile Icon Manpreet Singh Ghotra
Manpreet Singh Ghotra
Rajdeep Dua Rajdeep Dua
Author Profile Icon Rajdeep Dua
Rajdeep Dua
Arrow right icon
View More author details
Toc

Table of Contents (12) Chapters Close

Preface 1. Keras Installation FREE CHAPTER 2. Working with Keras Datasets and Models 3. Data Preprocessing, Optimization, and Visualization 4. Classification Using Different Keras Layers 5. Implementing Convolutional Neural Networks 6. Generative Adversarial Networks 7. Recurrent Neural Networks 8. Natural Language Processing Using Keras Models 9. Text Summarization Using Keras Models 10. Reinforcement Learning 11. Other Books You May Enjoy

The CartPole game with Keras


CartPole is one of the simpler environments in the OpenAI Gym (a game simulator). The goal of CartPole is to balance a pole connected with one joint on top of a moving cart. Instead of pixel information, there are two kinds of information given by the state: the angle of the pole and position of the cart. An agent can move the cart by performing a sequence of actions of 0 or 1 to the cart, pushing it left or right:

The OpenAI Gym makes interacting with the game environment really simple:

next_state, reward, done, info = env.step(action)

In the preceding code, an action can be either 0 or 1. If we pass those numbers, env, which is the game environment, will emit the results. The done variable is a Boolean value saying whether the game ended or not. The old state information is paired with actionnext_state, and reward is the information we need for training the agent.

How to do it...

We will be using a neural network to build the AI agent that plays Cartpole. The...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image