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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

Introducing the Monte Carlo method

The Monte Carlo method was so named because of its similarity to gambling or chance. Hence, the method was named after the famous gambling destination at the time. While the method is extremely powerful, it has been used to describe the atom, quantum mechanics, and the quantity of itself. It is only until fairly recently, within the last 20 years, that it has seen widespread acceptance in everything from engineering to financial analysis. The method itself has now become foundational to many aspects of machine learning and is worth further study for anyone in the AI field.

In the next section, we will see how the Monte Carlo method can be used to solve for .

Solving for

The standard introduction...

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