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Hands-On Deep Learning for Games

Hands-On Deep Learning for Games

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

Exercises

While your motivation may vary as to why you are reading this book, hopefully by now you can appreciate the value of just doing things on your own. As always, we present these exercises for your enjoyment and learning, and hope you have fun completing them:

  1. Select another sample scene that uses discrete actions and write the reward functions that go with it. Yes, that means you will need to open up and look at the code.
  2. Select a continuous action scene and try writing the reward functions for it. While this one may be difficult, it is essential if you want to build your own control training agent.
  3. Add Curriculum Learning to one of the other discrete action samples we have explored. Decide on how you can break the training into levels of difficulty and create parameters for controlling the evolution of the training.
  4. Add Curriculum Learning to a continuous action sample...

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