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Deep Reinforcement Learning Hands-On

Deep Reinforcement Learning Hands-On - Second Edition

By : Maxim Lapan
4.3 (36)
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Deep Reinforcement Learning Hands-On

Deep Reinforcement Learning Hands-On

4.3 (36)
By: Maxim Lapan

Overview of this book

Deep Reinforcement Learning Hands-On, Second Edition is an updated and expanded version of the bestselling guide to the very latest reinforcement learning (RL) tools and techniques. It provides you with an introduction to the fundamentals of RL, along with the hands-on ability to code intelligent learning agents to perform a range of practical tasks. With six new chapters devoted to a variety of up-to-the-minute developments in RL, including discrete optimization (solving the Rubik's Cube), multi-agent methods, Microsoft's TextWorld environment, advanced exploration techniques, and more, you will come away from this book with a deep understanding of the latest innovations in this emerging field. In addition, you will gain actionable insights into such topic areas as deep Q-networks, policy gradient methods, continuous control problems, and highly scalable, non-gradient methods. You will also discover how to build a real hardware robot trained with RL for less than $100 and solve the Pong environment in just 30 minutes of training using step-by-step code optimization. In short, Deep Reinforcement Learning Hands-On, Second Edition, is your companion to navigating the exciting complexities of RL as it helps you attain experience and knowledge through real-world examples.
Table of Contents (28 chapters)
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26
Other Books You May Enjoy
27
Index

Connect 4 results

To make the training fast, I intentionally chose the hyperparameters of the training process to be small. For example, at every step of the self-play process, only 10 MCTSes were performed, each with a mini-batch size of eight. This, in combination with efficient mini-batch MCTS and the fast game engine, made training very fast.

Basically, after just one hour of training and 2,500 games played in the self-play mode, the produced model was sophisticated enough to be enjoyable to play against. Of course, the level of its play was well below even a kid's level, but it showed some rudimentary strategies and made mistakes in only every other move, which was good progress.

The training was left running for a day, which resulted in 60k games played by a best model and, in total, 105 best model rotations. The training dynamics are shown in the following charts. Figure 23.3 shows the win ratio (win/loss for the current evaluated policy versus the current best policy...

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