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Hands-On Reinforcement Learning for Games

You're reading from   Hands-On Reinforcement Learning for Games Implementing self-learning agents in games using artificial intelligence techniques

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Product type Paperback
Published in Jan 2020
Publisher Packt
ISBN-13 9781839214936
Length 432 pages
Edition 1st Edition
Languages
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Author (1):
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Micheal Lanham Micheal Lanham
Author Profile Icon Micheal Lanham
Micheal Lanham
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Table of Contents (19) Chapters Close

Preface 1. Section 1: Exploring the Environment
2. Understanding Rewards-Based Learning FREE CHAPTER 3. Dynamic Programming and the Bellman Equation 4. Monte Carlo Methods 5. Temporal Difference Learning 6. Exploring SARSA 7. Section 2: Exploiting the Knowledge
8. Going Deep with DQN 9. Going Deeper with DDQN 10. Policy Gradient Methods 11. Optimizing for Continuous Control 12. All about Rainbow DQN 13. Exploiting ML-Agents 14. DRL Frameworks 15. Section 3: Reward Yourself
16. 3D Worlds 17. From DRL to AGI 18. Other Books You May Enjoy

Temporal Difference Learning

In our previous discussion on the history of reinforcement learning, we covered the two main threads, trial and error and Dynamic Programming (DP), which came together to derive current modern Reinforcement Learning (RL). As we mentioned in earlier chapters, there is also a third thread that arrived late called Temporal Difference Learning (TDL). In this chapter, we will explore TDL and how it solves the Temporal Credit Assignment (TCA) problem. From there, we will explore how TD differs from Monte Carlo (MC) and how it evolves to full Q-learning. After that, we will explore the differences between on-policy and off-policy learning and then, finally, work on a new example RL environment.

For this chapter, we will introduce TDL and how it improves on the previous techniques we looked at in previous chapters. Here are the main topics we will cover in...

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