Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Nov 2024
Publisher Packt
ISBN-13 9781835882702
Length 716 pages
Edition 3rd Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Maxim Lapan Maxim Lapan
Author Profile Icon Maxim Lapan
Maxim Lapan
Arrow right icon
View More author details
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 AlphaGo Zero method

In late 2017, DeepMind published an article titled Mastering the game of Go without human knowledge in the journal Nature by Silver et al. [SSa17] presenting a novel approach called AlphaGo Zero, which was able to achieve a superhuman level of playing complex games, like Go and chess, without any prior knowledge except the rules. The agent was able to improve its policy by constantly playing against itself and reflecting on the outcomes. No large game databases, handmade features, or pretrained models were needed. Another nice property of the method is its simplicity and elegance.

In the example of this chapter, we will try to understand and implement this approach for the game Connect 4 (also known as “four in a row” or “four in a line”) to evaluate it ourselves.

First, we will discuss the structure of the method. The whole system contains several parts that need to be understood before we can implement them.

...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime