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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

Using hindsight experience replay

Hindsight experience replay was introduced by OpenAI as a method to deal with sparse rewards, but the algorithm has also been shown to successfully generalize across tasks due in part to the novel mechanism by which HER works. The analogy used to explain HER is a game of shuffleboard, the object of which is to slide a disc down a long table to reach a goal target. When first learning the game, we will often repeatedly fail, with the disc falling off the table or playing area. Except, it is presumed that we learn by expecting to fail and give ourselves a reward when we do so. Then, internally, we can work backward by reducing our failure reward and thereby increasing other non-failure rewards. In some ways, this method resembles Pierarchy (a form of HRL that we looked at earlier), but without the extensive pretraining parts.

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