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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 distributional RL

The name distributional RL can be a bit misleading and may conjure up images of multilayer distributed networks of DQN all working together. Well, that indeed may be a description of distributed RL, but distribution RL is where we try and find the value distribution that DQN is predicting, that is, not just find the maximum or mean value but understanding the data distribution that generated it. This is quite similar to both intuition and purpose for PG methods. We do this by projecting our known or previously predicted distribution into a future or future predicted distribution.

This definitely requires us to review a code example, so open Chapter_10_QRDQN.py and follow the next exercise:

  1. The entire code listing is too big to drop here, so we will look at sections of importance. We will start with the QRDQN or Quantile Regressive DQN. Quantile regression...
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