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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

Exploiting ML-Agents

At some point, we need to move beyond building and training agent algorithms and explore building our own environments. Building your own environments will also give you more experience in making good reward functions. We have virtually omitted this important question in Reinforcement Learning (RL) and Deep Reinforcement Learning (DRL) and that is what makes a good reward function.

In this chapter, we will look to answer the question of what makes a good reward function or what a reward function is. We will talk about reward functions by building new environments with the Unity game engine. We will start by installing and setting up Unity ML-Agents, an advanced DRL kit for building agents and environments. From there, we will look at how to build one of the standard Unity demo environments for our use with our PyTorch models. Conveniently, this leads us...

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