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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 learned how PG methods are not without their own faults and looked at ways to fix or correct them. This led us to explore more implementation methods that improved sampling efficiency and optimized the objective or clipped gradient function. We did this by looking at the PPO method, which uses clipped objective functions to optimize the region of trust we use to calculate the gradient. After that, we looked at adding a new network layer configuration to understand the context in state.

Then, we used the new layer type, an LSTM layer, on top of PPO to see the improvements it generated. Then, we looked at improving sampling using parallel environments and synchronous or asynchronous workers. We did this by implementing synchronous workers by building an A2C example, followed by looking at an example of using asynchronous workers on A3C. We finished this...

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