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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

Adding RL

Now that we understand the Monte Carlo method, we need to understand how to apply it to RL. Recall that our expectation now is that our environment is relatively unknown, that is, we do not have a model. Instead, we now need to develop an algorithm by which to explore the environment by trial and error. Then, we can take all of those various trials and, by using Monte Carlo, average them out and determine a best or better policy. We can then use that improved policy to continue exploring the environment for further improvements. Essentially, our algorithm becomes an explorer rather than a planner and this is why we now refer to it as an agent.

Using the term agent reminds us that our algorithm is now an explorer and learner. Hence, our agents not only explore but also learn from that exploration and improve on it. Now, this is real artificial intelligence.

Aside from...

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