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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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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

Using prediction and control

When we previously had a model, our algorithm could learn to plan and improve a policy offline. Now, with no model, our algorithm needs to become an agent and learn to explore and, while doing that, also learn and improve. This allows our agent to now learn effectively by trial and error. Let's jump back into the Chapter_3_3.py code example and follow the exercise:

  1. We will start right from where we left off and review the last couple of lines including the play_game function:
episode = play_game(env=env, policy=policy, display=False)
evaluate_policy_check(env, e, policy, test_policy_freq)
  1. Inside evaluate_policy_check, we test to see whether the test_policy_freq number has been reached. If it has, we output the current progress of the agent. In reality, what we are evaluating is how well the current policy will run an agent. The evaluate_policy_check...
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