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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

Extending replay with prioritized experience replay

So far, we've seen how using a replay buffer or experience replay mechanism allows us to pull values back in batches at a later time in order to train the network graph. These batches of data were composed of random samples, which works well, but of course, we can do better. Therefore, instead of storing just everything, we can make two decisions: what data to store and what data is a priority to use. In order to simplify things, we will just look at prioritizing what data we extract from the experience replay. By prioritizing the data we extract, we can hope this will dramatically improve the information we do feed to the network for learning and thus the whole performance of the agent.

Unfortunately, the idea behind prioritizing the replay buffer is quite simple to grasp but far more difficult in practice to derive and...

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