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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

Policy Gradient Methods

Previously, our reinforcement learning (RL) methods have focused on finding the maximum or best value for choosing a particular action in any given state. While this has worked well for us in previous chapters, it certainly is not without its own problems, one of which is always determining when to actually take the max or best action, hence our exploration/exploitation trade-off. As we have seen, the best action is not always the best and it can be better to take the average of the best. However, mathematically averaging is dangerous and tells us nothing about what the agent actually sampled in the environment. Ideally, we want a method that can learn the distribution of actions for each state in the environment. This introduces a new class of methods in RL known as Policy Gradient (PG) methods and this will be our focus in this chapter.

In this chapter...

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