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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

Introducing proximal policy optimization

We are now entering areas where we will start looking at state-of-the-art algorithms, at least at the time of writing. Of course, that will likely change and things will advance. For now, though, the proximal policy optimization algorithm (PPO), was introduced by OpenAI, is considered a state-of-the-art deep reinforcement learning algorithm. As such, the sky is the limit as to what environments we can throw at this problem. However, in order to quantify our progress and for a variety of other reasons, we will continue to baseline against the Lunar Lander environment.

The PPO algorithm is just an extension and simplification of the trust region policy optimization (TRPO) algorithm we covered in Chapter 8, Policy Gradient Methods, but with a few key differences. PPO is also much simpler to understand and follow. For these reasons, we will...

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