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Python Reinforcement Learning

You're reading from   Python Reinforcement Learning Solve complex real-world problems by mastering reinforcement learning algorithms using OpenAI Gym and TensorFlow

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Product type Course
Published in Apr 2019
Publisher Packt
ISBN-13 9781838649777
Length 496 pages
Edition 1st Edition
Languages
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Authors (4):
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Yang Wenzhuo Yang Wenzhuo
Author Profile Icon Yang Wenzhuo
Yang Wenzhuo
Sean Saito Sean Saito
Author Profile Icon Sean Saito
Sean Saito
Sudharsan Ravichandiran Sudharsan Ravichandiran
Author Profile Icon Sudharsan Ravichandiran
Sudharsan Ravichandiran
Rajalingappaa Shanmugamani Rajalingappaa Shanmugamani
Author Profile Icon Rajalingappaa Shanmugamani
Rajalingappaa Shanmugamani
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Toc

Table of Contents (27) Chapters Close

Title Page
About Packt
Contributors
Preface
1. Introduction to Reinforcement Learning FREE CHAPTER 2. Getting Started with OpenAI and TensorFlow 3. The Markov Decision Process and Dynamic Programming 4. Gaming with Monte Carlo Methods 5. Temporal Difference Learning 6. Multi-Armed Bandit Problem 7. Playing Atari Games 8. Atari Games with Deep Q Network 9. Playing Doom with a Deep Recurrent Q Network 10. The Asynchronous Advantage Actor Critic Network 11. Policy Gradients and Optimization 12. Balancing CartPole 13. Simulating Control Tasks 14. Building Virtual Worlds in Minecraft 15. Learning to Play Go 16. Creating a Chatbot 17. Generating a Deep Learning Image Classifier 18. Predicting Future Stock Prices 19. Capstone Project - Car Racing Using DQN 20. Looking Ahead 1. Assessments 2. Other Books You May Enjoy Index

Preface

Reinforcement Learning (RL) is the trending and most promising branch of artificial intelligence. This course will help you master not only the basic reinforcement learning algorithms but also the advanced deep reinforcement learning algorithms.

The course starts with an introduction to Reinforcement Learning followed by OpenAI Gym, and TensorFlow. You will then explore various RL algorithms and concepts, such as Markov Decision Process, Monte Carlo methods, and dynamic programming, including value and policy iteration. As you make your way through the book, you'll work on various datasets including image, text, and video. This example-rich guide will introduce you to deep reinforcement learning algorithms, such as Dueling DQN, DRQN, A3C, PPO, and TRPO. You will gain experience in several domains, including gaming, image processing, and physical simulations. You'll explore technologies such as TensorFlow and OpenAI Gym to implement deep learning reinforcement learning algorithms that also predict stock prices, generate natural language, and even build other neural networks. You will also learn about imagination-augmented agents, learning from human preference, DQfD, HER, and many more of the recent advancements in reinforcement learning.

By the end of the course, you will have all the knowledge and experience needed to implement reinforcement learning and deep reinforcement learning in your projects, and you will be all set to enter the world of artificial intelligence to solve various problems in real-life.

This Learning Path includes content from the following Packt products:

  • Hands-On Reinforcement Learning with Python by Sudharsan Ravichandiran
  • Python Reinforcement Learning Projects by Sean Saito, Yang Wenzhuo, and Rajalingappaa Shanmugamani

Who this book is for

If you're a machine learning developer or deep learning enthusiast interested in artificial intelligence and want to learn about reinforcement learning and deep reinforcement learning from scratch, this Learning Path is for you. You will be all ready to build a better performing, automated, and optimized self-learning agent. Some knowledge of linear algebra, calculus, basic DL approaches, and Python will help you understand the concepts.

What this book covers

Chapter 1, Introduction to Reinforcement Learning, helps us understand what reinforcement learning is and how it works. We will learn about various elements of reinforcement learning, such as agents, environments, policies, and models, and we will see different types of environments, platforms, and libraries used for reinforcement learning. Later in the chapter, we will see some of the applications of reinforcement learning.

Chapter 2, Getting Started with OpenAI and TensorFlow, helps us set up our machine for various reinforcement learning tasks. We will learn how to set up our machine by installing Anaconda, Docker, OpenAI Gym, Universe, and TensorFlow. Then we will learn how to simulate agents in OpenAI Gym, and we will see how to build a video game bot. We will also learn the fundamentals of TensorFlow and see how to use TensorBoard for visualizations.

Chapter 3, The Markov Decision Process and Dynamic Programming, starts by explaining what a Markov chain and a Markov process is, and then we will see how reinforcement learning problems can be modeled as Markov Decision Processes. We will also learn about several fundamental concepts, such as value functions, Q functions, and the Bellman equation. Then we will see what dynamic programming is and how to solve the frozen lake problem using value and policy iteration.

Chapter 4, Gaming with Monte Carlo Methods, explains Monte Carlo methods and different types of Monte Carlo prediction methods, such as first visit MC and every visit MC. We will also learn how to use Monte Carlo methods to play blackjack. Then we will explore different on-policy and off-policy Monte Carlo control methods.

Chapter 5, Temporal Difference Learning, covers temporal-difference (TD) learning, TD prediction, and TD off-policy and on-policy control methods such as Q learning and SARSA. We will also learn how to solve the taxi problem using Q learning and SARSA.

Chapter 6, Multi-Armed Bandit Problem, deals with one of the classic problems of reinforcement learning, the multi-armed bandit (MAB) or k-armed bandit problem. We will learn how to solve this problem using various exploration strategies, such as epsilon-greedy, softmax exploration, UCB, and Thompson sampling. Later in the chapter, we will see how to show the right ad banner to the user using MAB.

Chapter 7, Playing Atari Games, will get us creating our first deep RL algorithm to play ATARI games.

Chapter 8, Atari Games with Deep Q Network, covers one of the most widely used deep reinforcement learning algorithms, which is called the deep Q network (DQN). We will learn about DQN by exploring its various components, and then we will see how to build an agent to play Atari games using DQN. Then we will look at some of the upgrades to the DQN architecture, such as double DQN and dueling DQN.

Chapter 9, Playing Doom with a Deep Recurrent Q Network, explains the deep recurrent Q network (DRQN) and how it differs from a DQN. We will see how to build an agent to play Doom using a DRQN. Later in the chapter, we will learn about the deep attention recurrent Q network, which adds the attention mechanism to the DRQN architecture.

Chapter 10, The Asynchronous Advantage Actor Critic Network, explains how the Asynchronous Advantage Actor Critic (A3C) network works. We will explore the A3C architecture in detail, and then we will learn how to build an agent for driving up the mountain using A3C.

Chapter 11, Policy Gradients and Optimization, covers how policy gradients help us find the right policy without needing the Q function. We will also explore the deep deterministic policy gradient method. Later in the chapter, we will see state of the art policy optimization methods such as trust region policy optimization and proximal policy optimization.

Chapter 12, Balancing CartPole, will have us implement our first RL algorithms in Python and TensorFlow to solve the cart pole balancing problem.

Chapter 13, Simulating Control Tasks, provides a brief introduction to actor-critic algorithms for continuous control problems. We will learn how to simulate classic control tasks, look at how to implement basic actor-critic algorithms, and understand the state-of-the-art algorithms for control.

Chapter 14, Building Virtual Worlds in Minecraft, takes the advanced concepts covered in previous chapters and applies them to Minecraft, a game more complex than those found on ATARI.

Chapter 15, Learning to Play Go, will have us building a model that can play Go, the popular Asian board game that is considered one of the world's most complicated games.

Chapter 16, Creating a Chatbot, will teach us how to apply deep RL in natural language processing. Our reward function will be a future-looking function, and we will learn how to think in terms of probability when creating this function.

 

Chapter 17, Generating a Deep Learning Image Classifier, introduces one of the latest and most exciting advancements in RL: generating deep learning models using RL. We explore the cutting-edge research produced by Google Brain and implement the algorithms introduced.

Chapter 18, Predicting Future Stock Prices, discusses building an agent that can predict stock prices.

Chapter 19, Capstone Project – Car Racing Using DQN, provides a step-by-step approach for building an agent to win a car racing game using dueling DQN.

Chapter 20, Looking Ahead, concludes the book by discussing some of the real-world applications of reinforcement learning and introducing potential areas of future academic work.

To get the most out of this book

The examples covered in this book can be run on Windows, Ubuntu, or macOS. All the installation instructions are covered. A basic knowledge of Python and machine learning is required. It's preferred that you have GPU hardware, but it's not necessary.

You need the following software for this book:

  • Anaconda
  • Python
  • Any web browser
  • Docker

Download the example code files

You can download the example code files for this book from your account at www.packt.com. If you purchased this book elsewhere, you can visit www.packt.com/support and register to have the files emailed directly to you.

You can download the code files by following these steps:

  1. Log in or register at www.packt.com.
  2. Select the SUPPORT tab.
  3. Click on Code Downloads & Errata.
  4. Enter the name of the book in the Search box and follow the onscreen instructions.

 

Once the file is downloaded, please make sure that you unzip or extract the folder using the latest version of:

  • WinRAR/7-Zip for Windows
  • Zipeg/iZip/UnRarX for Mac
  • 7-Zip/PeaZip for Linux

The code bundle for the book is also hosted on GitHub at https://github.com/PacktPublishing/Python-Reinforcement-Learning. In case there's an update to the code, it will be updated on the existing GitHub repository.

We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!

 

Conventions used

There are a number of text conventions used throughout this book.

CodeInText: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: "The gym-minecraft package has the same interface as other Gym environments."

A block of code is set as follows:

import logging
import minecraft_py
logging.basicConfig(level=logging.DEBUG)

Any command-line input or output is written as follows:

python3 -m pip install gym
python3 -m pip install pygame

Bold: Indicates a new term, an important word, or words that you see on screen. For example, words in menus or dialog boxes appear in the text like this. Here is an example: "Select System info from the Administration panel."

 

Note

Warnings or important notes appear like this.

Note

Tips and tricks appear like this.

Get in touch

Feedback from our readers is always welcome.

General feedback: If you have questions about any aspect of this book, mention the book title in the subject of your message and email us at customercare@packtpub.com.

Errata: Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you have found a mistake in this book, we would be grateful if you would report this to us. Please visit www.packt.com/submit-errata, selecting your book, clicking on the Errata Submission Form link, and entering the details.

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