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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

For this chapter, we continued exploring TD learning. We looked at an example of an online TD (0) method called SARSA. Then, we looked at how we can discretize an observation space to tackle harder problems but still use the same toolset. From there, we looked at how we could tackle harder continuous space problems such as CartPole. After that, we revisited TDL and then looked to n step forward views, decided that was less than optimal, and then moved to backward views and eligibility traces, which led to us uncovering TD (λ), SARSA(λ), and Q (λ). Using SARSA(λ), we were able to solve the MountainCar environment in far less time. Finally, we wanted to tackle a far more difficult environment, LunarLander using SARSA(λ) without deep learning.

In the next chapter, we look at introducing deep learning and escalate ourselves to deep reinforcement...

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