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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

Exercises

The exercises in this section are for you to explore on your own. Substantially advancing any of the techniques we cover from this point forward is an accomplishment, so the work you do here could morph into something beyond just learning. Indeed, the environments and examples you work on now will likely indicate your working preference going forward. As always, try to complete two to three of the following exercises:

  1. Tune the hyperparameters for Chapter_9_PPO.py and/or Chapter_9_PPO_LSTM.py.
  2. Tune the hyperparameters for Chapter_9_A2C.py and/or Chapter_9_A3C.py.
  3. Tune the hyperparameters for Chapter_9_ACER.py.
  4. Apply LSTM layers to the A2C and/or A3C examples.
  5. Apply LSTM layers to the ACER example.
  6. Add a play_game function to the A2C and/or A3C examples.
  7. Add a play_game function to the ACER example.
  8. Adjust the buffer size in the ACER example and see how that improves...

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