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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

From DRL to AGI

Our journey through this book has been an exploration of the evolution of reinforcement and deep reinforcement learning (DRL). We have looked at many methods that you can use to solve a variety of problems in a variety of environments, but in general, we have stuck to a single environment; however, the true goal of DRL is to be able to build an agent that can learn across many different environments, an agent that can generalize its knowledge across tasks, much like we animals do. That type of agent, the type that can generalize across multiple tasks without human intervention, is known as an artificial general intelligence, or AGI. This field is currently exploding in growth for a variety of reasons and will be our focus in this final chapter.

In this chapter, we will look at how DRL builds the AGI agent. We will first look at the concept of meta learning, or...

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