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Hands-On Reinforcement Learning for Games

You're reading from  Hands-On Reinforcement Learning for Games

Product type Book
Published in Jan 2020
Publisher Packt
ISBN-13 9781839214936
Pages 432 pages
Edition 1st Edition
Languages
Author (1):
Micheal Lanham Micheal Lanham
Profile icon Micheal Lanham
Toc

Table of Contents (19) Chapters close

Preface 1. Section 1: Exploring the Environment
2. Understanding Rewards-Based Learning 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 TF-Agents

The last framework we are going to look at is TF-Agents, a relatively new but up-and-coming tool, again, from Google. It seems Google's approach to building RL frameworks is a bit like RL itself. They are trying multiple trial and error attempts/actions to get the best reward—not entirely a bad idea for Google, and considering the resources they are throwing at RL, it may not unexpected to see more RL libraries come out.

TF-Agents, while newer, is typically seen as more robust and mature. It is a framework designed for notebooks and that makes it perfect for trying out various configurations, hyperparameters, or environments. The framework is developed on TensorFlow 2.0 and works beautifully on Google Colab. It will likely become the de-facto platform to teach basic RL concepts and demo RL in the future.

There are plenty of notebook examples to show...

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