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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

DRL Frameworks

Working through and exploring the code in this book is meant to be a learning exercise in how Reinforcement Learning (RL) algorithms work but also how difficult it can be to get them to work. It is because of this difficulty that so many open source RL frameworks seem to pop up every day. In this chapter, we will explore a couple of the more popular frameworks. We will start with why you would want to use a framework and then move on to exploring the more popular frameworks such as Dopamine, Keras-RL, TF-Agents, and RL Lib.

Here is a quick summary of the main topics we will cover in this chapter:

  • Choosing a framework
  • Introducing Google Dopamine
  • Playing with Keras-RL
  • Exploring RL Lib
  • Using TF agents

We will use a combination of notebook environments on Google Colab and virtual environments depending on the complexity of the examples in this chapter. Jupyter Notebooks...

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