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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

Summary

Extending from where we left off with DQN, we looked at ways of extending this model with CNN and adding additional networks to create double DQN and dueling DQN, or DDQN. Before exploring CNN, we looked at what visual observation encoding is and why we need it. Then, we briefly introduced CNN and used the TensorSpace Playground to explore some well-known, state-of-the-art models. Next, we added CNN to a DQN model and used that to play the Atari game environment Pong. After, we took a closer look at how we could extend DQN by adding another network as the target and adding another network to duel against or to contradict the other network, also known as the dueling DQN or DDQN. This introduced the concept of advantage in choosing an action. Finally, we looked at extending the experience replay buffer so that we can prioritize events that get captured there. Using this...

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