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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

Building Multi-Agent Environments

With our single-agent experiences under our belt, we can move on to the more complex but equally entertaining world of working in multi-agent environments, training multiple agents to work in the same environment in a co-operative or competitive fashion. This also opens up several new opportunities for training agents with adversarial self-play, cooperative self-play, competitive self-play, and more. The possibilities become endless here, and this may be the true holy grail of AI.

In this chapter, we are going to cover several aspects of multi-agent training environments and the main section topics are highlighted here:

  • Adversarial and cooperative self-play
  • Competitive self-play
  • Multi-brain play
  • Adding individuality with intrinsic rewards
  • Extrinsic rewards for individuality

This chapter assumes you have covered the three previous chapters and...

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