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Hands-On Deep Learning for Games

Hands-On Deep Learning for Games

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

Exercises

As always, try at least one or two of the following exercises on your own for your own enjoyment and learning:

  1. Open the BananaCollectors example Banana scene and run it in training mode.
  2. Modify the BananaCollectors | Banana scene so that it uses five separate learning brains and then run it in training mode.
  3. Modify the reward functions in the last SoccerTwos exercise to use exponential or logarithmic functions.
  4. Modify the reward function in the last SoccerTwos exercise to use non-inverse related and non-linear functions. This way, the mean modifying the positive and negative rewards is different for each personality.
  5. Modify the SoccerTwos scene with different characters and personalities. Model new rewards functions as well, and then train the agents.
  6. Modify the BananaCollectors example Banana scene to use the same personalities and custom reward functions as we did...
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