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

Summary

In this chapter, we explored the concept of 3D worlds for not only games but the real world. The real world, and to a greater extent 3D worlds, are the next great frontier in DRL research. We looked at why 3D creates nuances for DRL that we haven't quite figured out how best to solve. Then, we looked at using 2D visual observation encoders but tuned for 3D spaces, with variations in the Nature CNN and ResNet or residual networks. After that, we looked at the Unity Obstacle Tower Challenge, which challenged developers to build an agent capable of solving the 3D multi-task environment.

From there, we looked at the winning entries use of Prierarchy; a form of HRL in order to manage multiple task spaces. We also looked at the code in detail to see how this reflected in the winners modified PPO implementation. Lastly, we finished the chapter by looking at Habitat; an advanced...