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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

Rainbow – combining improvements in deep reinforcement learning

The paper that introduced Rainbow DQN, Rainbow: Combining Improvements in Deep Reinforcement Learning, by DeepMind in October 2017 was developed to address several failings in DQN. DQN was introduced by the same group at DeepMind, led by David Silver to beat Atari games better than humans. However, as we learned over several chapters, while the algorithm was groundbreaking, it did suffer from some shortcomings. Some of these we have already addressed with advances such as DDQN and experience replay. To understand what encompasses all of Rainbow, let's look at the main elements it contributes to RL/DRL:

  • DQN: This is, of course, the core algorithm, something we should have a good understanding of by now. We covered DQN in Chapter 6, Going Deep with DQN.
  • Double DQN: This is not to be confused with DDQN or...
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