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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

Working with TD (λ) and eligibility traces

Up until now, we have looked at the forward view or what the agent perceives to be as the next best reward or state. In MC, we looked at the entire episode and then used those values to reverse calculate returns. For TDL methods such as Q-learning and SARSA, we looked a single step ahead or what we referred to as TD (0). However, we want our agents to be able to take into account several steps, n, in advance. If we can do this, then surely our agent will be able to make better decisions.

As we have seen previously, we can average returns across steps using a discount factor, gamma. However, at this point, we need to more careful about how we average or collect returns. Instead, we can define the averaging of all returns over an infinite number of steps forward as follows:

In the preceding equation, we have the following:

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