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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

Understanding model-based and model-free learning

If you recall from our very first chapter, Chapter 1, Understanding Rewards-Based Learning, we explored the primary elements of RL. We learned that RL comprises of a policy, a value function, a reward function, and, optionally, a model. We use the word model in this context to refer to a detailed plan of the environment. Going back to the last chapter again, where we used the FrozenLake environment, we had a perfect model of that environment:



Model of the FrozenLake environment

Of course, looking at problems with a fully described model in a finite MDP is all well and good for learning. However, when it comes to the real world, having a full and completely understood model of any environment would likely be highly improbable, if not impossible. This is because there are far too many states to account for or model in any real...

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