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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

Reasoning on 3D worlds

So, why are 3D worlds so important, or are at least believed to be so? Well, it all has to come down to state interpretation, or what we in DRL like to call state representation. A lot of work is being done on better representation of state for RL and other problems. The theory is that being able to represent just key or converged points of state allow us to simplify the problem dramatically. We have looked at doing just that using various techniques over several chapters. Recall how we discretized the state representation of a continuous observation space into a discrete space using a grid mesh. This technique is how we solved more difficult continuous space problems with the tools we had at the time. Over the course of several chapters since then, we saw how we could input that continuous space directly into our deep learning network. That included the...

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