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
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

Arrow left icon
Product type Paperback
Published in Jan 2020
Publisher Packt
ISBN-13 9781839214936
Length 432 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Micheal Lanham Micheal Lanham
Author Profile Icon Micheal Lanham
Micheal Lanham
Arrow right icon
View More author details
Toc

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

Understanding Rewards-Based Learning

The world is consumed with the machine learning revolution and, in particular, the search for a functional artificial general intelligence or AGI. Not to be confused with a conscious AI, AGI is a broader definition of machine intelligence that seeks to apply generalized methods of learning and knowledge to a broad range of tasks, much like the ability we have with our brains—or even small rodents have, for that matter. Rewards-based learning and, in particular, reinforcement learning (RL) are seen as the next steps to a more generalized intelligence.

"Short-term AGI is a serious possibility."
– OpenAI Co-founder and Chief Scientist, Ilya Sutskever

In this book, we start from the beginning of rewards-based learning and RL with its history to modern inception and its use in gaming and simulation. RL and, specifically, deep RL are gaining popularity in both research and use. In just a few years, the advances in RL have been dramatic, which have made it both impressive but, at the same time, difficult to keep up with and make sense of. With this book, we will unravel the abstract terminology that plagues this multi-branch and complicated topic in detail. By the end of this book, you should be able to consider yourself a confident practitioner of RL and deep RL.

For this first chapter, we will start with an overview of RL and look at the terminology, history, and basic concepts. In this chapter, the high-level topics we will cover are as follows:

  • Understanding rewards-based learning
  • Introducing the Markov decision process
  • Using value learning with multi-armed bandits
  • Exploring Q-learning with contextual bandits

We want to mention some important technical requirements before continuing in the next section.

You have been reading a chapter from
Hands-On Reinforcement Learning for Games
Published in: Jan 2020
Publisher: Packt
ISBN-13: 9781839214936
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
Banner background image