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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

Understanding imagination-augmented agents

The concept of imagination-augmented agents (I2A) was released in a paper titled Imagination-Augmented Agents for Deep Reinforcement Learning in February 2018 by T. Weber, et al. We have already talked about why imagination is important for learning and learning to learn. Imagination allows us to fill in the gaps in our learning and make leaps in our knowledge, if you will.

Giving agents an imagination allows us to combine model-based and model-free learning. Most of the agent algorithms we have used in this book have been model-free, meaning that we have no representative model of the environment. Early on, we did cover model-based RL with MC and DP, but most of our efforts have been fixed on model-free agents. The benefit of having a model of the environment is that the agent can then plan. Without a model, our agent just becomes reactionary...

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