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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

Building value iteration

Iterating over values may seem a step back to what we referred to as policy iteration in the last section, but it is actually more of a side step or companion method. In value iteration, we loop through all states in the entire MDP looking for the best value for each state, and when we find that, we stop or break. However, we don't stop there and we continue by looking ahead of all states and then assuming a deterministic probability of 100% for the best action. This yields a new policy that may perform better than the previous policy iteration demonstration. The differences between both methods are subtle and best understood with a code example. Open up Chapter_2_7.py and follow the next exercise:

  1. This code example builds on the previous example. New code changes in example Chapter_2_7.py are shown in the following code:
def value_iteration(env...
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