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

Optimizing for Continuous Control

Up until now, we have considered most of the training/challenge environments we've looked at as being episodic; that is, the game or environment has a beginning and an end. This is good since most games have a beginning and an end it is, after all, a game. However, in the real world, or for some games, an episode could last days, weeks, months, or even years. For these types of environment, we no longer think of an episode; rather we work with the concept of an environment that requires continuous control. So far, we have looked at a subset of algorithms that can solve this type of problem but they don't do so very well. So, like most things in RL, we have a special class of algorithms devoted to those types of environment, and we'll explore them in this chapter.

In this chapter, we'll look at improving the policy...