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

When it comes to working in the real world, the experience you build from doing these exercises may mean the difference between not getting that job and certainly keeping it. As a programmer, you don't have the luxury of just understanding how something works; you're a mechanic/engineer that needs to get their hands dirty and actually do the work:

  1. Tune the hyperparameters for Chapter_10_QRDQN.py and see what effect this has on training.
  2. Tune the hyperparameters for Chapter_10_NDQN.py and see what effect this has on training.
  3. Tune the hyperparameters for Chapter_10_Rainbow.py and see what effect this has on training.
  4. Run and tune the hyperparameters for any of this chapter's samples on another environment such as CartPole or FrozenLake or something more complex such as Atari. Reducing the complexity of an environment is also helpful if your computer is...