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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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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

Using TensorBoard

At this point in this book, we need to move beyond building toy examples and look to building modules or frameworks you can use to train your own agents in the future. In fact, we will use the code in this chapter for training agents to solve other challenge environments we present in later chapters. That means we need a more general way to capture our progress, preferably to log files that we can view later. Since building such frameworks is such a common task to machine learning as a whole, Google developed a very useful logging framework called TensorBoard. TensorBoard was originally developed as a subset of the other DL framework we mentioned earlier, TensorFlow. Fortunately, for us, PyTorch includes an extension that supports logging to TensorBoard. So, in this section, we are going to set up and install TensorBoard for use as a logging and graphing platform...

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