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PyTorch 1.x Reinforcement Learning Cookbook

You're reading from   PyTorch 1.x Reinforcement Learning Cookbook Over 60 recipes to design, develop, and deploy self-learning AI models using Python

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Product type Paperback
Published in Oct 2019
Publisher Packt
ISBN-13 9781838551964
Length 340 pages
Edition 1st Edition
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Author (1):
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Yuxi (Hayden) Liu Yuxi (Hayden) Liu
Author Profile Icon Yuxi (Hayden) Liu
Yuxi (Hayden) Liu
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Table of Contents (11) Chapters Close

Preface 1. Getting Started with Reinforcement Learning and PyTorch FREE CHAPTER 2. Markov Decision Processes and Dynamic Programming 3. Monte Carlo Methods for Making Numerical Estimations 4. Temporal Difference and Q-Learning 5. Solving Multi-armed Bandit Problems 6. Scaling Up Learning with Function Approximation 7. Deep Q-Networks in Action 8. Implementing Policy Gradients and Policy Optimization 9. Capstone Project – Playing Flappy Bird with DQN 10. Other Books You May Enjoy

Applying Deep Q-Networks to Atari games

The problems we have worked with so far are fairly simple, and applying DQNs is sometimes overkill. In this and the next recipe, we'll use DQNs to solve Atari games, which are far more complicated problems.

We will use Pong (https://gym.openai.com/envs/Pong-v0/) as an example in this recipe. It simulates the Atari 2600 game Pong, where the agent plays table tennis with another player. The observation in this environment is an RGB image of the screen (refer to the following screenshot):

This is a matrix of shape (210, 160, 3), which means that the image is of size 210 * 160 and in three RGB channels.

The agent (on the right-hand side) moves up and down during the game to hit the ball. If it misses it, the other player (on the left-hand side) will get 1 point; similarly, if the other player misses it, the agent will get 1 point. The...

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