Book Image

Python Reinforcement Learning

By : Sudharsan Ravichandiran, Sean Saito, Rajalingappaa Shanmugamani, Yang Wenzhuo
Book Image

Python Reinforcement Learning

By: Sudharsan Ravichandiran, Sean Saito, Rajalingappaa Shanmugamani, Yang Wenzhuo

Overview of this book

Reinforcement Learning (RL) is the trending and most promising branch of artificial intelligence. This Learning Path will help you master not only the basic reinforcement learning algorithms but also the advanced deep reinforcement learning algorithms. The Learning Path starts with an introduction to RL followed by OpenAI Gym, and TensorFlow. You will then explore various RL algorithms, such as Markov Decision Process, Monte Carlo methods, and dynamic programming, including value and policy iteration. You'll also work on various datasets including image, text, and video. This example-rich guide will introduce you to deep RL algorithms, such as Dueling DQN, DRQN, A3C, PPO, and TRPO. You will gain experience in several domains, including gaming, image processing, and physical simulations. You'll explore TensorFlow and OpenAI Gym to implement algorithms that also predict stock prices, generate natural language, and even build other neural networks. You will also learn about imagination-augmented agents, learning from human preference, DQfD, HER, and many of the recent advancements in RL. By the end of the Learning Path, you will have all the knowledge and experience needed to implement RL and deep RL in your projects, and you enter the world of artificial intelligence to solve various real-life problems. This Learning Path includes content from the following Packt products: • Hands-On Reinforcement Learning with Python by Sudharsan Ravichandiran • Python Reinforcement Learning Projects by Sean Saito, Yang Wenzhuo, and Rajalingappaa Shanmugamani
Table of Contents (27 chapters)
Title Page
About Packt
Contributors
Preface
Index

Summary


In this chapter, we studied reinforcement learning algorithms for one of the most complex and difficult games in the world, Go. In particular, we explored Monte Carlo tree search, a popular algorithm that learns the best moves over time. In AlphaGo, we observed how MCTS can be combined with deep neural networks to make learning more efficient and powerful. Then we investigated how AlphaGo Zero revolutionized Go agents by learning solely and entirely from self-play experience while outperforming all existing Go software and players. We then implemented this algorithm from scratch.

We also implemented AlphaGo Zero, which is the lighter version of AlphaGo since it does not depend on human game data. However, as noted, AlphaGo Zero requires enormous amounts of computational resources. Moreover, as you may have noticed, AlphaGo Zero depends on a myriad of hyperparameters, all of which require fine-tuning. In short, training AlphaGo Zero fully is a prohibitive task. We don't expect the...