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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

Exercising DQN

As we have progressed through this book, we have spent time making sure we can see how our agents our progressing in their respective environments. In this section, we are aiming to add rendering to the agent environment during training using our last DQN example. Then we can see how the agent is actually performing and perhaps try out another couple of new environments along the way.

Adding the ability to watch the agent play in the environment is not that difficult, and we can implement this as we have done with other examples. Open the Chapter_6_DQN_wplay.py code example, and follow the next exercise:

  1. The code is almost identical to the DQN sample earlier, so we won't need to review the whole code. However, we do want to introduce two new variables as hyperparameters; this will allow us to better control the network training and observer performance:
...
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