Book Image

PyTorch 1.x Reinforcement Learning Cookbook

By : Yuxi (Hayden) Liu
Book Image

PyTorch 1.x Reinforcement Learning Cookbook

By: Yuxi (Hayden) Liu

Overview of this book

Reinforcement learning (RL) is a branch of machine learning that has gained popularity in recent times. It allows you to train AI models that learn from their own actions and optimize their behavior. PyTorch has also emerged as the preferred tool for training RL models because of its efficiency and ease of use. With this book, you'll explore the important RL concepts and the implementation of algorithms in PyTorch 1.x. The recipes in the book, along with real-world examples, will help you master various RL techniques, such as dynamic programming, Monte Carlo simulations, temporal difference, and Q-learning. You'll also gain insights into industry-specific applications of these techniques. Later chapters will guide you through solving problems such as the multi-armed bandit problem and the cartpole problem using the multi-armed bandit algorithm and function approximation. You'll also learn how to use Deep Q-Networks to complete Atari games, along with how to effectively implement policy gradients. Finally, you'll discover how RL techniques are applied to Blackjack, Gridworld environments, internet advertising, and the Flappy Bird game. By the end of this book, you'll have developed the skills you need to implement popular RL algorithms and use RL techniques to solve real-world problems.
Table of Contents (11 chapters)

Applying Deep Q-Networks to Atari games

The problems we have worked with so far are fairly simple, and applying DQNs is sometimes overkill. In this and the next recipe, we'll use DQNs to solve Atari games, which are far more complicated problems.

We will use Pong ( as an example in this recipe. It simulates the Atari 2600 game Pong, where the agent plays table tennis with another player. The observation in this environment is an RGB image of the screen (refer to the following screenshot):

This is a matrix of shape (210, 160, 3), which means that the image is of size 210 * 160 and in three RGB channels.

The agent (on the right-hand side) moves up and down during the game to hit the ball. If it misses it, the other player (on the left-hand side) will get 1 point; similarly, if the other player misses it, the agent will get 1 point. The...