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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

Using continuous spaces with SARSA

Up until now, we have been exploring the finite Markov Decision Process or finite MDP. These types of problems are all well and good for simulation and toy problems, but they don't show us how to tackle real-world problems. Real-world problems can be broken down or discretized into finite MDPs, but real problems are not finite. Real problems are infinite, that is, they define no discrete simple states such as showering or having breakfast. Infinite MDPs model problems in what we call continuous space or continuous action space, that is, in problems where we think of a state as a single point in time and state defined as a slice of that time. Hence, the discrete task of eat breakfast could be broken down to each time step including individual chewing actions.

Solving an infinite MDP or continuous space problem is not trivial with our current...

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