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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

Extrinsic rewards for individuality

We have looked extensively at external or extrinsic rewards for several chapters now and how techniques can be used to optimize and encourage them for agents. Now, it may seem like the easy way to go in order to modify an agent's behavior is by altering its extrinsic rewards or in essence its reward functions. However, this can be prone to difficulties, and this can often alter training performance for the worse, which is what we witnessed when we added Curriculum Learning (CL) to a couple of agents in the previous section. Of course, even if we make the training worse, we now have a number of techniques up our sleeves such as Transfer Learning (TL), also known as Imitation Learning (IL); Curiosity; and CL, to help us correct things.

In the next exercise, we are going to look to add further individuality to our agents by adding additional...

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