Book Image

Deep Reinforcement Learning Hands-On - Second Edition

By : Maxim Lapan
5 (2)
Book Image

Deep Reinforcement Learning Hands-On - Second Edition

5 (2)
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)
26
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Index

Example – GAN on Atari images

Almost every book about DL uses the MNIST dataset to show you the power of DL, which, over the years, has made this dataset extremely boring, like a fruit fly for genetic researchers. To break this tradition, and add a bit more fun to the book, I've tried to avoid well-beaten paths and illustrate PyTorch using something different. I briefly referred to GANs earlier in the chapter. They were invented and popularized by Ian Goodfellow. In this example, we will train a GAN to generate screenshots of various Atari games.

The simplest GAN architecture is this: we have two networks and the first works as a "cheater" (it is also called the generator), and the other is a "detective" (another name is the discriminator). Both networks compete with each other—the generator tries to generate fake data, which will be hard for the discriminator to distinguish from your dataset, and the discriminator tries to detect the generated...