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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27
Index

Summary

In this chapter, we covered a lot of new and complex material. You became familiar with the limitations of value iteration in complex environments with large observation spaces, and we discussed how to overcome them with Q-learning. We checked the Q-learning algorithm on the FrozenLake environment and discussed the approximation of Q-values with NNs, and the extra complications that arise from this approximation.

We covered several tricks for DQNs to improve their training stability and convergence, such as an experience replay buffer, target networks, and frame stacking. Finally, we combined those extensions into one single implementation of DQN that solves the Pong environment from the Atari games suite.

In the next chapter, we will look at a set of tricks that researchers have found since 2015 to improve DQN convergence and quality, which (combined) can produce state-of-the-art results on most of the 54 (new games have been added) Atari games. This set was published...