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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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Section 1: The Basics
6
Section 2: Deep Reinforcement Learning
14
Section 3: Building Games

Exercises

The exercises in this chapter are a mix of working with ML-Agents and building your own testing analysis platform. As such, choose one or two exercises that make sense for you to complete on your own from the following list:

  1. Configure the TestingAgent to use a different camera for its visual observation input.
  2. Enable Curiosity Learning on the agent's brain.
  3. Set up the TestingAgent to control a different vehicle.

  1. Set up the TestingAgent to run on another vehicle and let ML-Agents control both of the agents simultaneously.
  2. Add additional tracking analytics custom events for the agents. Perhaps track the distance that the agent travels versus its lifetime. This will provide a speed factor that can also denote the agent's efficiency. An agent that hits a goal quicker will have a better speed factor.
  3. Enable online imitation learning by adding a second vehicle...

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