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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

Extending continuous spaces

Typically, we leave problems with large observation spaces to be tackled with deep learning. Deep learning, as we will learn, is very well-suited to such problems. However, deep learning is not without its own issues and it is sometimes prudent to try and solve an environment without deep learning. Now, not all environments will discretize well, as we mentioned previously, but we do want to look at another example. The next example we will look at is the infamous Cart Pole environment, which is almost always tackled with deep RL, primarily because it uses a continuous action space with four dimensions. Keep in mind that our previous observation spaces only had one dimension, and, in our last example, we only had two.

Being able to convert an agent's observation space can be a useful trick especially in more abstract game environments. Remember...

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