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2 changes: 1 addition & 1 deletion docs/Feature-Memory.md
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@@ -1,6 +1,6 @@
# Memory-enhanced agents using Recurrent Neural Networks

## What are memories for
## What are memories used for?

Have you ever entered a room to get something and immediately forgot what you
were looking for? Don't let that happen to your agents.
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5 changes: 3 additions & 2 deletions docs/Training-ML-Agents.md
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Expand Up @@ -158,7 +158,7 @@ after the GameObject containing the Brain component that should use these
settings. (This GameObject will be a child of the Academy in your scene.)
Sections for the example environments are included in the provided config file.

| **Setting** | **Description** | **Applies To Trainer**|
| **Setting** | **Description** | **Applies To Trainer\***|
| :-- | :-- | :-- |
| batch_size | The number of experiences in each iteration of gradient descent.| PPO, BC |
| batches_per_epoch | In imitation learning, the number of batches of training examples to collect before training the model.| BC |
Expand All @@ -183,7 +183,8 @@ Sections for the example environments are included in the provided config file.
| trainer | The type of training to perform: "ppo" or "imitation".| PPO, BC |
| use_curiosity | Train using an additional intrinsic reward signal generated from Intrinsic Curiosity Module. | PPO |
| use_recurrent | Train using a recurrent neural network. See [Using Recurrent Neural Networks](Feature-Memory.md).| PPO, BC |
|| PPO = Proximal Policy Optimization, BC = Behavioral Cloning (Imitation)) ||

\*PPO = Proximal Policy Optimization, BC = Behavioral Cloning (Imitation)

For specific advice on setting hyperparameters based on the type of training you
are conducting, see:
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