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

Monte Carlo Methods

For this chapter, we will jump back to the trial-and-error thread of reinforcement learning (RL) and look at Monte Carlo methods. This is a class of methods that works by episodically playing through an environment instead of planning. We will see how this improves our RL search for the best policy and we now start to think of our algorithm as an actual agent—one that explores the game environment rather than preplans a policy, which, in turn, allows us to understand the benefits of using a model for planning or not. From there, we will look at the Monte Carlo method and how to implement it in code. Then, we will revisit a larger version of the FrozenLake environment with our new Monte Carlo agent algorithm.

In this chapter, we will continue looking at how RL has evolved and, in particular, focus on the trial and error thread with the Monte Carlo method...