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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

Exploring trust region policy optimization

PG methods suffer from several technical issues, some of which you may have already noticed. These issues manifest themselves in training and you may have already observed this in lack of training convergence or wobble. This is caused by several factors we can summarize here:

  • Gradient ascent versus gradient descent: In PG, we use gradient ascent to assume the maximum action value is at the top of a hill. However, our chosen optimization methods (SGD or ADAM) are tuned for gradient descent or looking for values at the bottom of hills or flat areas, meaning they work well finding the bottom of a trough but do poorly finding the top of a ridge, especially if the ridge or hill is steep. A comparison of this is shown here:
A comparison of gradient descent and ascent

Finding the peak, therefore, becomes the problem, especially in environments...

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