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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

Working with a DQN on Atari

Now that we've looked at the output CNNs produce in terms of filters, the best way to understand how this works is to look at the code that constructs them. Before we get to that, though, let's begin a new exercise where we use a new form of DQN to solve Atari:

  1. Open this chapter's sample code, which can be found in the Chapter_7_DQN_CNN.py file. The code is fairly similar to Chapter_6_lunar.py but with some critical differences. We will just focus on the differences in this exercise. If you need a better explanation of the code, review Chapter 6, Going Deep with DQN:
from wrappers import *
  1. Starting at the top, the only change is a new import from a local file called wrappers.py. We will examine what this does by creating the environment:
env_id = 'PongNoFrameskip-v4'
env = make_atari(env_id)
env = wrap_deepmind(env)
env = wrap_pytorch...
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