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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

Transfer learning

Imitation Learning, by definition, falls into a category of Transfer Learning (TL). We can define Transfer Learning as the process by which an agent or DL network is trained by transference of experiences from one to the other. This could be as simple as the observation training we just performed, or as complex as swapping layers/layer weights in an agent's brain, or just training an agent on a similar task.

Intransfer learningwe need to make sure the experiences or previous weights we use are generalized. Through the foundational chapters in this book (chapters 1-3), we learned the value of generalization using techniques such as dropout and batch normalization. We learned that these techniques are important for more general training; the form of training that allows the agent/network better inference on test data. This is no different than if we were...

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