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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

Summary

In this chapter, we took a diversion and built our own DRL environments for training with our own code, or another framework, or using the ML-Agents framework from Unity. At first, we looked at the basics of installing the ML-Agents toolkit for the development of environments, training, and training with our own code. Then, we looked at how to build a basic Unity environment for training from a Gym interface like we have been doing throughout this whole book. After that, we learned how our RainbowDQN sample could be customized to train an agent. From there, we looked at how we can create a brand new environment from the basics. We finished this chapter by looking at managing rewards in environments and the set of tools ML-Agents uses to enhance environments with sparse rewards. There, we looked at several methods Unity has added to ML-Agents to assist with difficult environments...

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