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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

Introducing DDQN

DDQN stands for dueling DQN and is different from the double DQN, although people often confuse them. Both variations assume some form of duality, but in the first case, the model is assumed to be split at the base, while in the second case, double DQN, the model is assumed to be split into two entirely different DQN models.

The following diagram shows the difference between DDQN and DQN, which is not to be confused with dueling DQN:

The difference between DQN and DDQN
In the preceding diagram, CNN layers are being used in both models but in the upcoming exercises, we will just use linear fully connected layers instead, just to simplify things.

Notice how the DDQN network separates into two parts that then converge back to an answer. This is the dueling part of the DDQN model we will get to shortly. Before that, though, let's explore the double DQN model...

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