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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

Using PPO with recurrent networks

In Chapter 7, Going Deeper with DDQN, we saw how we could interpret visual state using a concept called convolutional neural networks (CNNs). CNN networks are used to detect features in visual environments such as Atari games. While this technique allowed us to play any of a number of games with the same agent, the added CNN layers took much more time to train. In the end, the extra training time wasn't worth the cool factor of playing Atari games. However, there are other network structures we can put on top of our networks in order to make better interpretations of state. One such network structure is called recurrent networks. Recurrent network layers allow us to add the concept of context or time in our model's interpretation of state. This can work very well in any problem where context or memory is important.

Recurrent network...

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