We often face this preconceived notion of rewards-based learning or training as comprising of an action being completed, followed by a reward, be it good or bad. While this notion of RL works completely fine for a single action-based task, such as the old multi-arm bandit problem we looked at earlier, or teaching a dog a trick, recall that reinforcement learning is really about an agent learning the value of actions by anticipating future rewards through a series of actions. At each action step, when the agent is not exploring, the agent will determine its next course of action based on what it perceives as having the best reward. What is not always so clear is what those rewards should represent numerically, and to what extent that matters. Therefore, it is often helpful to map out a simple set of reward functions that describe the learning behavior...
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Hands-On Deep Learning for Games
By :

Hands-On Deep Learning for Games
By:
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)
Preface
Deep Learning for Games
Convolutional and Recurrent Networks
GAN for Games
Building a Deep Learning Gaming Chatbot
Section 2: Deep Reinforcement Learning
Introducing DRL
Unity ML-Agents
Agent and the Environment
Understanding PPO
Rewards and Reinforcement Learning
Imitation and Transfer Learning
Building Multi-Agent Environments
Section 3: Building Games
Debugging/Testing a Game with DRL
Obstacle Tower Challenge and Beyond
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