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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

Offline training

Offline training is where a recorded gameplay file is generated from a player or agent playing a game or performing a task, and is then fed back as training observations to help an agent learn later on. While online learning certainly is more fun, and in some ways more applicable to the Tennis scene or other multiplayer games, it is less practical. After all, you generally need to play an agent in real time for several hours before an agent will become good. Likewise, in online training scenarios, you are typically limited to single agent training, whereas in offline training a demo playback can be fed to multiple agents for better overall learning. This also allows us to perform interesting training scenarios, similar to AlphaStar training, where we can teach an agent so that it can teach other agents.

We will learn more about multi-agent gameplay in Chapter...

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