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)

Playing CartPole through the cross-entropy method

In this last recipe, by way of a bonus (and fun) section, we will develop a simple, yet powerful, algorithm to solve CartPole. It is based on cross-entropy, and directly maps input states to an output action. In fact, it is more straightforward than all the other policy gradient algorithms in this chapter.

We have applied several policy gradient algorithms to solve the CartPole environment. They use complicated neural network architectures and a loss function, which may be overkill for simple environments such as CartPole. Why don't we directly predict the actions for given states? The idea behind this is straightforward: we model the mapping from state to action, and train it ONLY with the most successful experiences from the past. We are only interested in what the correct actions should be. The objective function, in this...