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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

Monte Carlo Methods

For this chapter, we will jump back to the trial-and-error thread of reinforcement learning (RL) and look at Monte Carlo methods. This is a class of methods that works by episodically playing through an environment instead of planning. We will see how this improves our RL search for the best policy and we now start to think of our algorithm as an actual agent—one that explores the game environment rather than preplans a policy, which, in turn, allows us to understand the benefits of using a model for planning or not. From there, we will look at the Monte Carlo method and how to implement it in code. Then, we will revisit a larger version of the FrozenLake environment with our new Monte Carlo agent algorithm.

In this chapter, we will continue looking at how RL has evolved and, in particular, focus on the trial and error thread with the Monte Carlo method...

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