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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

Introducing the game

The game that we are going to look at is a demo sample asset that is free and is an excellent example of a typical game. The game that we'll test will use discrete control mechanics and a first-person perspective, like the games that we have looked at in the past. The technique that we will show you here is how to map/hack into a game's controller so that it can be powered by ML-Agents. Using this technique should allow you to attach ML-Agents to any existing game, although different controllers, such as third-person or top-down, may require a slightly altered approach.

If you consider yourself an experienced Unity user and have your own project that uses an FPS system, then you should go ahead and try to adapt this sample to your own game or example.

You will generally find a lack of good sample game projects for Unity, due to a somewhat questionable...

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