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Deep Reinforcement Learning Hands-On

You're reading from   Deep Reinforcement Learning Hands-On A practical and easy-to-follow guide to RL from Q-learning and DQNs to PPO and RLHF

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Product type Paperback
Published in Nov 2024
Publisher Packt
ISBN-13 9781835882702
Length 716 pages
Edition 3rd Edition
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Author (1):
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Maxim Lapan Maxim Lapan
Author Profile Icon Maxim Lapan
Maxim Lapan
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Toc

Table of Contents (29) Chapters Close

Preface 1. Part 1 Introduction to RL FREE CHAPTER
2. What Is Reinforcement Learning? 3. OpenAI Gym API and Gymnasium 4. Deep Learning with PyTorch 5. The Cross-Entropy Method 6. Part 2 Value-based methods
7. Tabular Learning and the Bellman Equation 8. Deep Q-Networks 9. Higher-Level RL Libraries 10. DQN Extensions 11. Ways to Speed Up RL 12. Stocks Trading Using RL 13. Part 3 Policy-based methods
14. Policy Gradients 15. Actor-Critic Method: A2C and A3C 16. The TextWorld Environment 17. Web Navigation 18. Part 4 Advanced RL
19. Continous Action Space 20. Trust Region Methods 21. Black-Box Optimizations in RL 22. Advanced Exploration 23. Reinforcement Learning with Human Feedback 24. AlphaGo Zero and MuZero 25. RL in Discrete Optimization 26. Multi-Agent RL 27. Bibliography
28. Index

The battle environment

Besides the tiger-deer environment, MAgent contains several other predefined configurations you can find in the magent2.builtin.config and magent2.environment packages. As a final example in this chapter, we’ll take a look at the “battle” configuration, where two groups of agents are fighting each other (without eating, thank goodness). Both agents have health points of 10 and every attack takes 2 health points, so 5 consecutive attacks are required to get the reward for the agent.

You can find the code in battel_dqn.py. In this setup, one group is behaving randomly and another is using the DQN to improve the policy. Training took two hours and the DQN was able to find a decent policy, but at the end, the training process diverged. In Figure 22.9, the training and test reward plots are shown:

PIC

Figure 22.9: Average reward during training (left) and test (right) in the battle scenario
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