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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

Summary

In this chapter, we took a short tour of many basic concepts involving your next steps in DL and DRL; perhaps you will decide to pursue the Unity Obstacle Tower Challenge and complete that or just use DRL in your own project. We looked at simple quizzes in order to evaluate your potential for diving in and using DRL in a game. From there, we looked at the next steps in development, and then finally we looked at other areas of learning may want to focus on.

This book was an exercise in understanding how effective DL can be when applied to your game project in the future. We explored many areas of basic DL principles early on and looked at more specific network types such as CNN and LSTM. Then, we looked at how these basics network forms could be applied to applications for driving and building a chatbot. From there, we looked at the current king of machine learning algorithms...

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