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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

Summary

In this chapter, we discussed how temporal difference learning, the third thread of RL, combined to develop TD(0) and Q-learning. We did that by first exploring the temporal credit assignment problem and how it differed from the credit assignment problem. From that, we learned how TD learning works and how TD(0) or first step TD can be reduced to Q-learning.

After that, we again played on the FrozenLake environment to understand how the new algorithm compared to our past efforts. Using model-free off-policy Q-learning allowed us to tackle the more difficult Taxi environment problem. This is where we learned how to tune hyperparameters and finally looked at the difference between off- and on-policy learning. In the next chapter, we continue where we left off with on- versus off-policy as we explore SARSA.

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