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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

Choosing a framework

As you may have surmised by now, writing your own RL algorithms and functions on top of a deep learning framework, such as PyTorch, is not trivial. It is also important to remember that the algorithms in this book go back about 30 years over the development of RL. That means that any serious new advances in RL take substantial effort and time—yes, for both development and especially training. Unless you have the time, resources, and incentive for developing your own framework, then it is highly recommended to graduate using a mature framework. However, there is an ever-increasing number of new and comparable frameworks out there, so you may find that you are unable to choose just one. Until one of these frameworks achieves true AGI, then you may also need separate frameworks for different environments or even different tasks.

Remember, AGI stands for...
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