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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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Toc

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

Questions

Use these questions and exercises to reinforce the material you just learned. The exercises may be fun to attempt, so be sure to try atleast two to four questions/exercises:

Questions:

  1. What are the names of the main components of an RL system? Hint, the first one is Environment.
  2. Name the four elements of an RL system. Remember that one element is optional.
  3. Name the three main threads that compose modern RL.
  4. What makes a Markov state a Markov property?
  5. What is a policy?

Exercises:

  1. Using Chapter_1_2.py, alter the code so the agent pulls from a bandit with 1,000 arms. What code changes do you need to make?
  2. Using Chapter_1_3.py, alter the code so that the agent pulls from the average value, not greedy/max. How did this affect the agent's exploration?
  3. Using Chapter_1_3.py, alter the learning_rate variable to determine how fast or slow you can make the agent learn. How few episodes are you required to run for the agent to solve the problem?
  4. Using Chapter_1_5.py, alter the code so that the agent uses a different policy (either the greedy policy or something else). Take points off yourself if you look ahead in this book or online for solutions.
  5. Using Chapter_1_4.py, alter the code so that the bandits are connected. Hence, when an agent pulls an arm, they receive a reward and are transported to another specific bandit, no longer at random. Hint: This likely will require a new destination table to be built and you will now need to include the discounted reward term we removed.

Even completing a few of these questions and/or exercises will make a huge difference to your learning this material. This is a hands-on book after all.

You have been reading a chapter from
Hands-On Reinforcement Learning for Games
Published in: Jan 2020
Publisher: Packt
ISBN-13: 9781839214936
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