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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

Understanding the TCA problem

The credit assignment problem is described as the task of understanding what actions you need to take to receive the most credit or, in the case of RL, rewards. RL solves the credit assignment problem by allowing an algorithm or agent to find the optimum set of actions to maximize the rewards. In all of our previous chapters, we have seen how variations of this can be done with DP and MC methods. However, both of these previous methods are offline, so they cannot learn while performing a task.

The TCA problem is differentiated from the credit assignment CA problem in that it needs to be solved across time; that is, an algorithm needs to find the best policy across time steps instead of learning after an episode, in the case of MC, or needing to plan before, as DP does. This also means that an algorithm that solves the CA problem across time can also...

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