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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

Advancing RL with ML-Agents

The ML-Agents toolkit, the part that allows you to train DRL agents, is considered one of the more serious and top-end frameworks for training agents. Since the framework was developed on top of Unity, it tends to perform better on Unity-like environments. However, not unlike many others who spend time training agents, the Unity developers realized early on that some environments present such difficult challenges as to require us to assist our agents.

Now, this assistance is not so much direct but rather indirect and often directly relates to how easy or difficult it is for an agent to find rewards. This, in turn, directly relates to how well the environment designer can build a reward function that an agent can use to learn an environment. There are also the times when an environment's state space is so large and not obvious that creating a typical...

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