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Deep reinforcement learning hands-on : apply modern RL methods, with deep Q-networks, value iteration, policy gradients, TRPO, AlphaGo Zero and more / Maxim Lapan.
- Format:
- Book
- Author/Creator:
- Lapan, Maxim, author.
- Language:
- English
- Subjects (All):
- Reinforcement learning.
- Physical Description:
- 1 online resource (1 volume) : illustrations
- Edition:
- 1st edition
- Place of Publication:
- Birmingham, England : Packt Publishing, 2018.
- System Details:
- text file
- Summary:
- This practical guide will teach you how deep learning (DL) can be used to solve complex real-world problems. About This Book Explore deep reinforcement learning (RL), from the first principles to the latest algorithms Evaluate high-profile RL methods, including value iteration, deep Q-networks, policy gradients, TRPO, PPO, DDPG, D4PG, evolution strategies and genetic algorithms Keep up with the very latest industry developments, including AI-driven chatbots Who This Book Is For Some fluency in Python is assumed. Basic deep learning (DL) approaches should be familiar to readers and some practical experience in DL will be helpful. This book is an introduction to deep reinforcement learning (RL) and requires no background in RL. What You Will Learn Understand the DL context of RL and implement complex DL models Learn the foundation of RL: Markov decision processes Evaluate RL methods including Cross-entropy, DQN, Actor-Critic, TRPO, PPO, DDPG, D4PG and others Discover how to deal with discrete and continuous action spaces in various environments Defeat Atari arcade games using the value iteration method Create your own OpenAI Gym environment to train a stock trading agent Teach your agent to play Connect4 using AlphaGo Zero Explore the very latest deep RL research on topics including AI-driven chatbots In Detail Recent developments in reinforcement learning (RL), combined with deep learning (DL), have seen unprecedented progress made towards training agents to solve complex problems in a human-like way. Google’s use of algorithms to play and defeat the well-known Atari arcade games has propelled the field to prominence, and researchers are generating new ideas at a rapid pace. Deep Reinforcement Learning Hands-On is a comprehensive guide to the very latest DL tools and their limitations. You will evaluate methods including Cross-entropy and policy gradients, before applying them to real-world environments. Take on both the Atari set of virtual games and family favorites such as Connect4. The book provides an introduction to the basics of RL, giving you the know-how to code intelligent learning agents to take on a formidable array of practical tasks. Discover how to implement Q-learning on ‘grid world’ environments, teach your agent to buy and trade stocks, and find out how natural language models are driving the boom in chatbots. Style and approach Deep Reinforcement Learning Hands-On explains the art of building self-learning agents using algori...
- Contents:
- Cover
- Copyright
- Packt upsell
- Contributors
- Table of Contents
- Preface
- Chapter 1 - What is Reinforcement Learning?
- Learning - supervised, unsupervised, and reinforcement
- RL formalisms and relations
- Reward
- The agent
- The environment
- Actions
- Observations
- Markov decision processes
- Markov process
- Markov reward process
- Markov decision process
- Summary
- Chapter 2 - OpenAI Gym
- The anatomy of the agent
- Hardware and software requirements
- OpenAI Gym API
- Action space
- Observation space
- Creation of the environment
- The CartPole session
- The random CartPole agent
- The extra Gym functionality - wrappers and monitors
- Wrappers
- Monitor
- Chapter 3 - Deep Learning with PyTorch
- Tensors
- Creation of tensors
- Scalar tensors
- Tensor operations
- GPU tensors
- Gradients
- Tensors and gradients
- NN building blocks
- Custom layers
- Final glue - loss functions and optimizers
- Loss functions
- Optimizers
- Monitoring with TensorBoard
- TensorBoard 101
- Plotting stuff
- Example - GAN on Atari images
- Chapter 4 - The Cross-Entropy Method
- Taxonomy of RL methods
- Practical cross-entropy
- Cross-entropy on CartPole
- Cross-entropy on FrozenLake
- Theoretical background of the cross-entropy method
- Chapter 5 - Tabular Learning and the Bellman Equation
- Value, state, and optimality
- The Bellman equation of optimality
- Value of action
- The value iteration method
- Value iteration in practice
- Q-learning for FrozenLake
- Chapter 6 - Deep Q-Networks
- Real-life value iteration
- Tabular Q-learning
- Deep Q-learning
- Interaction with the environment
- SGD optimisation
- Correlation between steps
- The Markov property
- The final form of DQN training
- DQN on Pong
- Wrappers.
- DQN model
- Training
- Running and performance
- Your model in action
- Chapter 7 - DQN Extensions
- The PyTorch Agent Net library
- Agent
- Agent's experience
- Experience buffer
- Gym env wrappers
- Basic DQN
- N-step DQN
- Implementation
- Double DQN
- Results
- Noisy networks
- Prioritized replay buffer
- Dueling DQN
- Categorical DQN
- Combining everything
- References
- Chapter 8 - Stocks Trading Using RL
- Trading
- Data
- Problem statements and key decisions
- The trading environment
- Models
- Training code
- The feed-forward model
- The convolution model
- Things to try
- Chapter 9 - Policy Gradients - An Alternative
- Values and policy
- Why policy?
- Policy representation
- Policy gradients
- The REINFORCE method
- The CartPole example
- Policy-based versus value-based methods
- REINFORCE issues
- Full episodes are required
- High gradients variance
- Exploration
- Correlation between samples
- PG on CartPole
- PG on Pong
- Chapter 10 - The Actor-Critic Method
- Variance reduction
- CartPole variance
- Actor-critic
- A2C on Pong
- A2C on Pong results
- Tuning hyperparameters
- Learning rate
- Entropy beta
- Count of environments
- Batch size
- Chapter 11 - Asynchronous Advantage Afctor-Critic
- Correlation and sample efficiency
- Adding an extra A to A2C
- Multiprocessing in Python
- A3C - data parallelism
- A3C - gradients parallelism
- Chapter 12 - Chatbots Training with RL
- Chatbots overview
- Deep NLP basics
- Recurrent Neural Networks
- Embeddings
- Encoder-Decoder.
- Training of seq2seq
- Log-likelihood training
- Bilingual evaluation understudy (BLEU) score
- RL in seq2seq
- Self-critical sequence training
- The chatbot example
- The example structure
- Modules: cornell.py and data.py
- BLEU score and utils.py
- Model
- Training: cross-entropy
- Running the training
- Checking the data
- Playing with the trained model
- Training: SCST
- Running the SCST training
- Telegram bot
- Chapter 13 - Web Navigation
- Web navigation
- Browser automation and RL
- Mini World of Bits benchmark
- OpenAI Universe
- Installation
- Actions and observations
- Environment creation
- MiniWoB stability
- Simple clicking approach
- Grid actions
- Example overview
- Starting containers
- Training process
- Checking the learned policy
- Issues with simple clicking
- Human demonstrations
- Recording the demonstrations
- Recording format
- Training using demonstrations
- TicTacToe problem
- Adding text description
- Chapter 14 - Continuous Action Space
- Why a continuous space?
- Environments
- The Actor-Critic (A2C) method
- Using models and recording videos
- Deterministic policy gradients
- Recording videos
- Distributional policy gradients
- Architecture
- Chapter 15 - Trust Regions - TRPO, PPO and ACKTR
- Introduction
- Roboschool
- A2C baseline
- Videos recording
- Proximal Policy Optimisation
- Trust Region Policy Optimisation
- A2C using ACKTR
- Chapter 16 - Black-Box Optimization in RL
- Black-box methods.
- Evolution strategies
- ES on CartPole
- ES on HalfCheetah
- Genetic algorithms
- GA on CartPole
- GA tweaks
- Deep GA
- Novelty search
- GA on Cheetah
- Chapter 17 - Beyond Model- Free - Imagination
- Model-based versus model-free
- Model imperfections
- Imagination-augmented agent
- The environment model
- The rollout policy
- The rollout encoder
- Paper results
- I2A on Atari Breakout
- The baseline A2C agent
- EM training
- The imagination agent
- The I2A model
- The Rollout encoder
- Training of I2A
- Experiment results
- The baseline agent
- Training EM weights
- Training with the I2A model
- Chapter 18 - AlphaGo Zero
- Board games
- The AlphaGo Zero method
- Overview
- Monte-Carlo Tree Search
- Self-play
- Training and evaluation
- Connect4 bot
- Game model
- Implementing MCTS
- Testing and comparison
- Connect4 results
- Book summary
- Other Books You May Enjoy
- Index.
- Notes:
- "Expert insight."
- Includes bibliographical references and index.
- Description based on print version record.
- ISBN:
- 9781788839303
- 1788839307
- OCLC:
- 1046682461
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