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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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Toc

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

Using hindsight experience replay

Hindsight experience replay was introduced by OpenAI as a method to deal with sparse rewards, but the algorithm has also been shown to successfully generalize across tasks due in part to the novel mechanism by which HER works. The analogy used to explain HER is a game of shuffleboard, the object of which is to slide a disc down a long table to reach a goal target. When first learning the game, we will often repeatedly fail, with the disc falling off the table or playing area. Except, it is presumed that we learn by expecting to fail and give ourselves a reward when we do so. Then, internally, we can work backward by reducing our failure reward and thereby increasing other non-failure rewards. In some ways, this method resembles Pierarchy (a form of HRL that we looked at earlier), but without the extensive pretraining parts.

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