Book Image

Keras Reinforcement Learning Projects

By : Giuseppe Ciaburro
Book Image

Keras Reinforcement Learning Projects

By: Giuseppe Ciaburro

Overview of this book

Reinforcement learning has evolved a lot in the last couple of years and proven to be a successful technique in building smart and intelligent AI networks. Keras Reinforcement Learning Projects installs human-level performance into your applications using algorithms and techniques of reinforcement learning, coupled with Keras, a faster experimental library. The book begins with getting you up and running with the concepts of reinforcement learning using Keras. You’ll learn how to simulate a random walk using Markov chains and select the best portfolio using dynamic programming (DP) and Python. You’ll also explore projects such as forecasting stock prices using Monte Carlo methods, delivering vehicle routing application using Temporal Distance (TD) learning algorithms, and balancing a Rotating Mechanical System using Markov decision processes. Once you’ve understood the basics, you’ll move on to Modeling of a Segway, running a robot control system using deep reinforcement learning, and building a handwritten digit recognition model in Python using an image dataset. Finally, you’ll excel in playing the board game Go with the help of Q-Learning and reinforcement learning algorithms. By the end of this book, you’ll not only have developed hands-on training on concepts, algorithms, and techniques of reinforcement learning but also be all set to explore the world of AI.
Table of Contents (13 chapters)

Reinforcement-learning applications in real life

As we have already said, reinforcement learning is a programming philosophy that aims to create algorithms able to learn and adapt to changes in the environment. This programming technique is based on the assumption of being able to receive stimuli from the outside according to the choices of the algorithm. So, a correct choice will result in a prize, while an incorrect choice will lead to a penalization of the system. The goal of the system is to achieve the highest-possible prize and consequently the best-possible result.

With such a model, the computer learns, for example, to beat an opponent in a game (or to drive a vehicle) concentrating its efforts on performing a given task, aiming to achieve the maximum reward value; in other words, the system learns by playing (or driving) and by the mistakes made improving performance...