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Hands-On Reinforcement Learning for Games

Hands-On Reinforcement Learning for Games

By : Micheal Lanham
5 (3)
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Hands-On Reinforcement Learning for Games

Hands-On Reinforcement Learning for Games

5 (3)
By: Micheal Lanham

Overview of this book

With the increased presence of AI in the gaming industry, developers are challenged to create highly responsive and adaptive games by integrating artificial intelligence into their projects. This book is your guide to learning how various reinforcement learning techniques and algorithms play an important role in game development with Python. Starting with the basics, this book will help you build a strong foundation in reinforcement learning for game development. Each chapter will assist you in implementing different reinforcement learning techniques, such as Markov decision processes (MDPs), Q-learning, actor-critic methods, SARSA, and deterministic policy gradient algorithms, to build logical self-learning agents. Learning these techniques will enhance your game development skills and add a variety of features to improve your game agent’s productivity. As you advance, you’ll understand how deep reinforcement learning (DRL) techniques can be used to devise strategies to help agents learn from their actions and build engaging games. By the end of this book, you’ll be ready to apply reinforcement learning techniques to build a variety of projects and contribute to open source applications.
Table of Contents (19 chapters)
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1
Section 1: Exploring the Environment
7
Section 2: Exploiting the Knowledge
15
Section 3: Reward Yourself

Policy Gradient Methods

Previously, our reinforcement learning (RL) methods have focused on finding the maximum or best value for choosing a particular action in any given state. While this has worked well for us in previous chapters, it certainly is not without its own problems, one of which is always determining when to actually take the max or best action, hence our exploration/exploitation trade-off. As we have seen, the best action is not always the best and it can be better to take the average of the best. However, mathematically averaging is dangerous and tells us nothing about what the agent actually sampled in the environment. Ideally, we want a method that can learn the distribution of actions for each state in the environment. This introduces a new class of methods in RL known as Policy Gradient (PG) methods and this will be our focus in this chapter.

In this chapter...

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