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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

Summary

In this chapter, we learned how PG methods are not without their own faults and looked at ways to fix or correct them. This led us to explore more implementation methods that improved sampling efficiency and optimized the objective or clipped gradient function. We did this by looking at the PPO method, which uses clipped objective functions to optimize the region of trust we use to calculate the gradient. After that, we looked at adding a new network layer configuration to understand the context in state.

Then, we used the new layer type, an LSTM layer, on top of PPO to see the improvements it generated. Then, we looked at improving sampling using parallel environments and synchronous or asynchronous workers. We did this by implementing synchronous workers by building an A2C example, followed by looking at an example of using asynchronous workers on A3C. We finished this...

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