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Hands-On Deep Learning for Games

You're reading from   Hands-On Deep Learning for Games Leverage the power of neural networks and reinforcement learning to build intelligent games

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Product type Paperback
Published in Mar 2019
Publisher Packt
ISBN-13 9781788994071
Length 392 pages
Edition 1st Edition
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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 (18) Chapters Close

Preface 1. Section 1: The Basics FREE CHAPTER
2. Deep Learning for Games 3. Convolutional and Recurrent Networks 4. GAN for Games 5. Building a Deep Learning Gaming Chatbot 6. Section 2: Deep Reinforcement Learning
7. Introducing DRL 8. Unity ML-Agents 9. Agent and the Environment 10. Understanding PPO 11. Rewards and Reinforcement Learning 12. Imitation and Transfer Learning 13. Building Multi-Agent Environments 14. Section 3: Building Games
15. Debugging/Testing a Game with DRL 16. Obstacle Tower Challenge and Beyond 17. Other Books You May Enjoy

Understanding TRPO and PPO

There are many variations to the policy-and model-free algorithms that have become popular for solving RL problems of optimizing predictions of future rewards. As we have seen, many of these algorithms use an advantage function, such as Actor-Critic, where we have two sides of the problem trying to converge to the optimum solution. In this case, the advantage function is trying to find the maximum expected discounted rewards. TRPO and PPO do this by using an optimization method called a Minorize-Maximization (MM) algorithm. An example of how the MM algorithm solves a problem is shown in the following diagram:



Using the MM algorithm

This diagram was extracted from a series of blogs by Jonathon Hui that elegantly describe the MM algorithm along with the TRPO and PPO methods in much greater detail. See the following link for the source: (https://medium...

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