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 looked at the Hello World of DRL, the DQN algorithm, and applying DL to RL. We first looked at why we need DL in order to tackle more complex continuous observation state environments like CartPole and LunarLander. Then we looked at the more common DL environments you may use for DL and the one we use, PyTorch. From there, we installed PyTorch and set up an example using computational graphs as a low-level neural network. Following that, we built a second example with the PyTorch neural network interface in order to see the difference between a raw computational graph and neural network.

With that knowledge, we then jumped in and explored DQN in detail. We looked at how DQN uses experience replay or a replay buffer to replay events when training the network/policy in DQN. As well, we looked at how the TD loss was calculated based on the difference...