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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

Debugging/Testing a Game with DRL

While the ML-Agents framework provides powerful capabilities for building AI agents for your games, it also provides automation for debugging and testing. The development of any complex software needs to be tied to extensive product testing and review by talented quality assurance teams. Testing every aspect, every possible combination, and every level can be extremely time-consuming and expensive. Therefore, in this chapter, we will look at using ML-Agents as an automated way to test a simple game. As we change or modify the game, our automated testing system can inform us of any issues or possible changes that may have broken the test. We can also take this further with ML-Agents, for instance, to evaluate training performance.

The following is a brief summary of what we will cover in this chapter:

  • Introducing the game
  • Setting up ML-Agents
  • ...

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