Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Hands-On Deep Learning for Games
  • Toc
  • feedback
Hands-On Deep Learning for Games

Hands-On Deep Learning for Games

By : Micheal Lanham
3 (2)
close
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)
close
Free Chapter
1
Section 1: The Basics
6
Section 2: Deep Reinforcement Learning
14
Section 3: Building Games

Exercises

Attempt one or two of the following exercises on your own:

  1. Run the CrawlerStaticTarget example scene and compare its performance to the dynamic sample.
  1. Double the time_horizon, batch_size, and buffer_size brain hyperparameters in one of the other control examples:
time_horizon: 2000
batch_size: 4048
buffer_size: 40480
  1. Perform the same modification of time_horizon, batch_size, and buffer_size on another control sample and observe the combined effect.
  2. Modify the num_layers and hidden_units brain hyperparameters to values we used in a control sample and apply them to a discrete action example, such as the Hallway example, as shown in the following code. How did it affect training?
num_layers: 3
hidden_units: 512
  1. Alter the num_layers and hidden_units hyperparameters on another continuous or discrete action example and combine it with other parameter modifications.
  2. Modify...

Unlock full access

Continue reading for free

A Packt free trial gives you instant online access to our library of over 7000 practical eBooks and videos, constantly updated with the latest in tech
bookmark search playlist download font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete