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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

Summary

In this chapter, we extended our exploration of RL and looked again at trial-and-error methods. In particular, we focused on how the Monte Carlo method could be used as a way of learning from experimenting. We first looked at an example experiment of the Monte Carlo method for calculating π. From there, we looked at how to visualize the output of this experiment with matplotlib. Then, we looked at a code example that showed how to use the Monte Carlo method to solve a version of the FrozenLake problem. Exploring the code example in detail, we uncovered how the agent played the game and, through that exploration, learned to improve a policy. Finally, we finished this chapter by understanding how the agent improves this policy using an incremental sample mean.

The Monte Carlo method is powerful but, as we learned, it requires episodic gameplay while, in the real world...

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