Search icon
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
Deep Reinforcement Learning Hands-On. - Second Edition

You're reading from  Deep Reinforcement Learning Hands-On. - Second Edition

Product type Book
Published in Jan 2020
Publisher Packt
ISBN-13 9781838826994
Pages 826 pages
Edition 2nd Edition
Languages
Author (1):
Maxim Lapan Maxim Lapan
Profile icon Maxim Lapan

Table of Contents (28) Chapters

Preface 1. What Is Reinforcement Learning? 2. OpenAI Gym 3. Deep Learning with PyTorch 4. The Cross-Entropy Method 5. Tabular Learning and the Bellman Equation 6. Deep Q-Networks 7. Higher-Level RL Libraries 8. DQN Extensions 9. Ways to Speed up RL 10. Stocks Trading Using RL 11. Policy Gradients – an Alternative 12. The Actor-Critic Method 13. Asynchronous Advantage Actor-Critic 14. Training Chatbots with RL 15. The TextWorld Environment 16. Web Navigation 17. Continuous Action Space 18. RL in Robotics 19. Trust Regions – PPO, TRPO, ACKTR, and SAC 20. Black-Box Optimization in RL 21. Advanced Exploration 22. Beyond Model-Free – Imagination 23. AlphaGo Zero 24. RL in Discrete Optimization 25. Multi-agent RL 26. Other Books You May Enjoy
27. Index

The baseline

In the rest of the chapter, we will take the Atari Pong environment that you are already familiar with and try to speed up its convergence. As a baseline, we will take the same simple DQN that we used in Chapter 8, DQN Extensions, and the hyperparameters will also be the same. To compare the effect of our changes, we will use two characteristics:

  • The number of frames that we consume from the environment every second (FPS). It indicates how fast we can communicate with the environment during the training. It is very common in RL papers to indicate the number of frames that the agent observed during the training; normal numbers are 25M-50M frames. So, if our FPS=200, it will take days. In such calculations, you need to take into account that RL papers commonly report raw environment frames. But if frame skip is used (and it almost always is), this number needs to be divided by the frame skip factor, which is commonly equal to 4. In our measurements, we calculate...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €14.99/month. Cancel anytime}