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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

Building actor-critic with experience replay

We have come to a point in this book where we have learned about all the major concepts of DRL. There will be more tools we will throw at you in later chapters, such as the one we showed in this section, but if you have made it this far, you should consider yourself knowledgeable of DRL. As such, consider building your own tools or enhancements to DRL, not unlike the one we'll show in this section. If you are wondering if you need to have the math worked out first, then the answer is no. It can often be more intuitive to build these models in code first and then understand the math later.

Actor-critic with experience replay (ACER) provides another advantage by adjusting sampling based on past experiences. This concept was originally introduced by DeepMind in a paper titled Sample Efficient Actor-Critic with Experience Replay and...

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