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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

3D Worlds

We are almost nearing the end of our journey into what artificial general intelligence (AGI) is and how deep reinforcement learning (DRL) can be used to help us get there. While it is still questionable whether DRL is indeed the right path to AGI, it is what appears to be our current best option. However, the reason we are questioning DRL is because of its ability or inability to master diverse 3D spaces or worlds, the same 3D spaces we humans and all animals have mastered but something we find very difficult to train RL agents on. In fact, it is the belief of many an AGI researcher that solving the 3D state-space problem could go a long way to solving true general artificial intelligence. We will look at why that is the case in this chapter.

For this chapter, we are going to look at why 3D worlds pose such a unique problem to DRL agents and the ways we can train them...

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