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Micheal Lanham - Hands-On Reinforcement Learning for Games: Implementing self-learning agents in games using artificial intelligence techniques

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Explore reinforcement learning (RL) techniques to build cutting-edge games using Python libraries such as PyTorch, OpenAI Gym, and TensorFlow

Key Features
  • Get to grips with the different reinforcement and DRL algorithms for game development
  • Learn how to implement components such as artificial agents, map and level generation, and audio generation
  • Gain insights into cutting-edge RL research and understand how it is similar to artificial general research
Book Description

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 agents productivity. As you advance, youll 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, youll be ready to apply reinforcement learning techniques to build a variety of projects and contribute to open source applications.

What you will learn
  • Understand how deep learning can be integrated into an RL agent
  • Explore basic to advanced algorithms commonly used in game development
  • Build agents that can learn and solve problems in all types of environments
  • Train a Deep Q-Network (DQN) agent to solve the CartPole balancing problem
  • Develop game AI agents by understanding the mechanism behind complex AI
  • Integrate all the concepts learned into new projects or gaming agents
Who this book is for

If youre a game developer looking to implement AI techniques to build next-generation games from scratch, this book is for you. Machine learning and deep learning practitioners, and RL researchers who want to understand how to use self-learning agents in the game domain will also find this book useful. Knowledge of game development and Python programming experience are required.

Table of Contents
  1. Understanding Rewards-Based Learning
  2. Dynamic Programming and the Bellman Equation
  3. Monte Carlo Methods
  4. Temporal Difference Learning
  5. Exploring SARSA
  6. Going Deep with DQN
  7. Going Deeper with DDQN
  8. Policy Gradient Methods
  9. Optimizing for Continuous Control
  10. All about Rainbow DQN
  11. Exploiting ML-Agents
  12. DRL Frameworks
  13. 3D Worlds
  14. From DRL to AGI

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Hands-On Reinforcement Learning for Games
Implementing self-learning agents in games using artificial intelligence techniques
Micheal Lanham

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BIRMINGHAM - MUMBAI
Hands-On Reinforcement Learning for Games

Copyright 2019 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

Commissioning Editor: Sunith Shetty
Acquisition Editor: Reshma Raman
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First published: January 2020

Production reference: 1020120

Published by Packt Publishing Ltd.
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B3 2PB, UK.

ISBN 978-1-83921-493-6

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About the author

Micheal Lanham is a proven software and tech innovator with 20 years of experience. During that time, he has developed a broad range of software applications in areas such as games, graphics, web, desktop, engineering, artificial intelligence, GIS, and machine learning applications for a variety of industries as an R&D developer. At the turn of the millennium, Micheal began working with neural networks and evolutionary algorithms in game development. He was later introduced to Unity and has been an avid developer, consultant, manager, and author of multiple Unity games, graphic projects, and books ever since.

About the reviewers

Tony V. Le works in experience design (XD) and specializes in game and web design/development. Tony graduated from DePaul University with a master of arts in experience design and from Columbia College, Chicago, with a bachelor of arts in game design. Tony currently runs and operates a small development studio known as tvledesign LLC, whose core focus is to create unique interactive experiences and help clients create better experiences for their customers.

Micael DaGraa is a professional game designer and interactive creator who works with independent video game studios and creates interactive apps focused on the health and pharmaceutical industries. He studied digital arts at the University of IESA Multimedia, Paris, and ESAD Matosinhos. He started his career as a project manager in a small studio and then gradually started working as a game developer by helping other studios to develop their games. More recently, he has been creating interactive content for the pharmaceutical industry.

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Preface

This book is your one-stop shop for learning how various reinforcement learning (RL) techniques and algorithms play an important role in game development using Python.

The book will start with the basics to provide you with the necessary foundation to understand how RL is playing a major role in game development. Each chapter will help you implement various RL techniques, such as Markov decision processes, Q-learning, the actor-critic method, state-action-reward-state-action (SARSA), and the deterministic policy gradients algorithm, to build logical self-learning agents. You will use these techniques to enhance your game development skills and add various features to improve your overall productivity. Later in the book, you will learn how deep RL techniques can be used to devise strategies that enable agents to learn from their own actions so that you can build fun and engaging games.

By the end of the book, you will be able to use RL techniques to build various projects and contribute to open source applications.

Who this book is for

This book is for game developers who are looking to add to their knowledge by implementing RL techniques to build games from scratch. This book will also appeal to machine learning and deep learning practitioners, and RL researchers who want to understand how self-learning agents can be used in the game domain. Prior knowledge of game development and a working knowledge of Python programming are expected.

What this book covers

, Understanding Rewards-Based Learning, explores the basics of learning, what it is to learn, and how RL differs from other, more classic learning methods. From there, we explore how the Markov decision process works in code and how it relates to learning. This leads us to the classic multi-armed and contextual bandit problems. Finally, we will learn about Q-learning and quality-based model learning.

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