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
Reinforcement Learning with TensorFlow

You're reading from   Reinforcement Learning with TensorFlow A beginner's guide to designing self-learning systems with TensorFlow and OpenAI Gym

Arrow left icon
Product type Paperback
Published in Apr 2018
Publisher Packt
ISBN-13 9781788835725
Length 334 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Sayon Dutta Sayon Dutta
Author Profile Icon Sayon Dutta
Sayon Dutta
Arrow right icon
View More author details
Toc

Table of Contents (17) Chapters Close

Preface 1. Deep Learning – Architectures and Frameworks FREE CHAPTER 2. Training Reinforcement Learning Agents Using OpenAI Gym 3. Markov Decision Process 4. Policy Gradients 5. Q-Learning and Deep Q-Networks 6. Asynchronous Methods 7. Robo Everything – Real Strategy Gaming 8. AlphaGo – Reinforcement Learning at Its Best 9. Reinforcement Learning in Autonomous Driving 10. Financial Portfolio Management 11. Reinforcement Learning in Robotics 12. Deep Reinforcement Learning in Ad Tech 13. Reinforcement Learning in Image Processing 14. Deep Reinforcement Learning in NLP 15. Further topics in Reinforcement Learning 16. Other Books You May Enjoy

Deep Q-networks

If we recall Chapter 2, Training Reinforcement Learning Agents Using OpenAI Gym, where we tried to implement a basic Q-network, we studied that for a real-world problem, Q-learning using a Q-table is not a feasible solution owing to continuous state and action spaces. Moreover, a Q-table is environment-specific and not generalized. Therefore, we need a model which can map the state information provided as input to Q-values of the possible set of actions. This is where a neural network comes to play the role of a function approximator, which can take state information input in the form of a vector, and learn to map them to Q-values for all possible actions.

Let's discuss the issues with Q-learning in a gaming environment and evolution of deep Q-networks. Consider applying Q-learning to a gaming environment, the state would be defined by the location of...

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