Book Image

Hands-On Reinforcement Learning for Games

By : Micheal Lanham
Book Image

Hands-On Reinforcement Learning for Games

By: Micheal Lanham

Overview of this book

With the increased presence of AI in the gaming industry, developers are challenged to create highly responsive and adaptive games by integrating artificial intelligence into their projects. This book is your guide to learning how various reinforcement learning techniques and algorithms play an important role in game development with Python. Starting with the basics, this book will help you build a strong foundation in reinforcement learning for game development. Each chapter will assist you in implementing different reinforcement learning techniques, such as Markov decision processes (MDPs), Q-learning, actor-critic methods, SARSA, and deterministic policy gradient algorithms, to build logical self-learning agents. Learning these techniques will enhance your game development skills and add a variety of features to improve your game agent’s productivity. As you advance, you’ll understand how deep reinforcement learning (DRL) techniques can be used to devise strategies to help agents learn from their actions and build engaging games. By the end of this book, you’ll be ready to apply reinforcement learning techniques to build a variety of projects and contribute to open source applications.
Table of Contents (19 chapters)
1
Section 1: Exploring the Environment
7
Section 2: Exploiting the Knowledge
15
Section 3: Reward Yourself

Exercises

These exercises are here for you to use and learn from. Attempt at least 2-3, and the more you do, the easier later chapters will also be:

  1. What is the difference between an online and offline policy agent?
  2. Tune the hyperparameters for any or all of the examples in this chapter, including the new hyperparameter, lambda.
  3. Change the discretization steps in any example that uses discretization and see what effect it has on training.
  4. Use example Chapter_5_3.py, SARSA(0), and adapt it to another Gym environment that uses a continuous observation space and discrete action space.
  5. Use example Chapter_5_4.py, SARSA(λ), and adapt it to another Gym environment that uses a continuous observation space and discrete action space.
  6. There is a hyperparameter shown in the code that is not used. Which parameter is it?
  7. Use example Chapter_5_5.py, SARSA(λ), Lunar Lander and optimize...