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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

Applying TDL to Q-learning

Q-learning is considered one of the most popular and often used foundational RL methods . The method itself was developed by Chris Watkins in 1989 as part of his thesis, Learning from Delayed Rewards. Q-learning or rather Deep Q-learning, which we will cover in Chapter 6, Going Deep with DQN, became so popular because of its use by DeepMind (Google) to play classic Atari games better than a human. What Watkins did was show how an update could be applied across state-action pairs using a learning rate and discount factor gamma.

This improved the update equation into a Q or quality of state-action update equation, as shown in the following formula:

In the previous equation, we have the following:

  • The current state-action quality being updated
  • The learning rate
  • The reward for the next state
  • Gamma, the discount factor
  • Take the max best or greedy action...
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