Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Book Overview & Buying Hands-On Deep Learning for Games
  • Table Of Contents Toc
  • Feedback & Rating feedback
Hands-On Deep Learning for Games

Hands-On Deep Learning for Games

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

IL, or behavioral cloning

IL, or behavioral cloning, is the process by which observations and actions are captured from a human, or perhaps another AI, and used as input into training an agent. The agent essentially becomes guided by the human and learns by their actions and observations. A set of learning observations can be received by real-time play (online) or be extracted from saved games (offline). This provides the ability to capture play from multiple agents and train them in tandem or individually. IL provides the ability to train or, in effect, program agents for tasks you may find impossible to train for using regular RL, and because of this, it will likely become a key RL technique that we use for most tasks in the near future.

It is hard to gauge the value something gives you until you see what things are like without it. With that in mind, we will first start by...

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

Create a Note

Modal Close icon
You need to login to use this feature.
notes
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

Delete Note

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

Edit Note

Modal Close icon
Write a note (max 255 characters)
Cancel
Update Note

Confirmation

Modal Close icon
claim successful

Buy this book with your credits?

Modal Close icon
Are you sure you want to buy this book with one of your credits?
Close
YES, BUY