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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

Building a deep deterministic policy gradient

One of the problems we face with PG methods is that of variability or too much randomness. Of course, we might expect that from sampling from a stochastic or random policy. The Deep Deterministic Policy Gradient (DDPG) method was introduced in a paper titled Continuous control with deep reinforcement learning, in 2015 by Tim Lillicrap. It was meant to address the problem of controlling actions through continuous action spaces, something we have avoided until now. Remember that a continuous action space differs from a discrete space in that the actions may indicate a direction but also an amount or value that expresses the effort in that direction whereas, with discrete actions, any action choice is assumed to always be at 100% effort.

So, why does this matter? Well, in our previous chapter exercises, we explored PG methods over discrete...

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