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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

Deciding on synchronous and asynchronous actors

We started off this book with a simple discussion of what artificial general intelligence (AGI) is. In short, AGI is our attempt at generalizing an intelligent system to solve multiple tasks. RL is often thought of as a stepping stool to AGI primarily because it tries to generalize state-based learning. While both RL and AGI take deep inspiration from how we think, be it rewards or possibly consciousness itself, the former tends to incorporate direct analogies. The actor-critic concept in RL is an excellent example of how we use an interpretation of human psychology to create a form of learning. For instance, we humans often consider the consequences of our actions and determine the advantages they may or may not give us. This example is perfectly analogous to actor-critic and advantage methods we use in RL. Take this further and...

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