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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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Toc

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

Summary

This was a short but intense chapter in which we spent time looking at various third-party DRL frameworks. Fortunately, all of these frameworks are all still free and open source, and let's hope they stay that way. We started by looking at the many growing frameworks and some pros and cons. Then, we looked at what are currently the most popular or promising libraries. Starting with Google Dopamine, which showcases RainbowDQN, we looked at how to run a quick sample of Google Colab. After that, Keras-RL was next, and we introduced ourselves to the Keras framework as well as how to use the Keras-RL library. Moving on to RLLib, we looked at the powerful automation of the DRL framework that has many capabilities. Finally, we finished up this chapter with another entry from Google, TF-Agents, where we ran a complete DQN agent using TF-Agents on a Google Colab notebook.

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