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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

Understanding model-based and model-free learning

If you recall from our very first chapter, Chapter 1, Understanding Rewards-Based Learning, we explored the primary elements of RL. We learned that RL comprises of a policy, a value function, a reward function, and, optionally, a model. We use the word model in this context to refer to a detailed plan of the environment. Going back to the last chapter again, where we used the FrozenLake environment, we had a perfect model of that environment:



Model of the FrozenLake environment

Of course, looking at problems with a fully described model in a finite MDP is all well and good for learning. However, when it comes to the real world, having a full and completely understood model of any environment would likely be highly improbable, if not impossible. This is because there are far too many states to account for or model in any real...

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