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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 What Is Reinforcement Learning? OpenAI Gym Deep Learning with PyTorch The Cross-Entropy Method Tabular Learning and the Bellman Equation Deep Q-Networks Higher-Level RL Libraries DQN Extensions Ways to Speed up RL Stocks Trading Using RL Policy Gradients – an Alternative The Actor-Critic Method Asynchronous Advantage Actor-Critic Training Chatbots with RL The TextWorld Environment Web Navigation Continuous Action Space RL in Robotics Trust Regions – PPO, TRPO, ACKTR, and SAC Black-Box Optimization in RL Advanced Exploration Beyond Model-Free – Imagination AlphaGo Zero RL in Discrete Optimization Multi-agent RL Other Books You May Enjoy
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...
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