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Hands-On Deep Learning for Games

Hands-On Deep Learning for Games

By : Micheal Lanham
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Hands-On Deep Learning for Games

Hands-On Deep Learning for Games

3 (2)
By: Micheal Lanham

Overview of this book

The number of applications of deep learning and neural networks has multiplied in the last couple of years. Neural nets has enabled significant breakthroughs in everything from computer vision, voice generation, voice recognition and self-driving cars. Game development is also a key area where these techniques are being applied. This book will give an in depth view of the potential of deep learning and neural networks in game development. We will take a look at the foundations of multi-layer perceptron’s to using convolutional and recurrent networks. In applications from GANs that create music or textures to self-driving cars and chatbots. Then we introduce deep reinforcement learning through the multi-armed bandit problem and other OpenAI Gym environments. As we progress through the book we will gain insights about DRL techniques such as Motivated Reinforcement Learning with Curiosity and Curriculum Learning. We also take a closer look at deep reinforcement learning and in particular the Unity ML-Agents toolkit. By the end of the book, we will look at how to apply DRL and the ML-Agents toolkit to enhance, test and automate your games or simulations. Finally, we will cover your possible next steps and possible areas for future learning.
Table of Contents (18 chapters)
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Section 1: The Basics
6
Section 2: Deep Reinforcement Learning
14
Section 3: Building Games

Understanding PPO

We have avoided going too deep into the more advanced inner workings of the proximal policy optimization (PPO) algorithm, even going so far as to avoid any policy-versus-model discussion. If you recall, PPO is the reduced level (RL) method first developed at OpenAI that powers ML-Agents, and is a policy-based algorithm. In this chapter, we will look at the differences between policy-and model-based RL algorithms, as well as the more advanced inner workings of the Unity implementation.

The following is a list of the main topics we will cover in this chapter:

  • Marathon reinforcement learning
  • The partially observable Markov decision process
  • Actor-Critic and continuous action spaces
  • Understanding TRPO and PPO
  • Tuning PPO with hyperparameters

The content in this chapter is at an advanced level, and assumes that you have covered several previous chapters and exercises...

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