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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

Introducing CNNs

In September 2012, a team supervised by Dr. Geoffrey Hinton from the University of Toronto, considered the godfather of deep learning, competed to build AlexNet. AlexNet was training against a behemoth image test set called ImageNet. ImageNet consisted of more than 14 million images in over 20,000 different classes. AlexNet handily beat its competition, a non-deep learning solution, by more than 10 points that year and achieved what many thought impossible – that is, the recognition of objects in images done as well or perhaps even better than humans. Since that time, the component that made this possible CNN has in some cases surpassed human cognition levels in image recognition.

The component that made this possible, CNN, works by dissecting an image into features features that it learns to detect by learning to detect those...

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