Calculating the activation of a neuron, the forward part, or what we call feed-forward propagation, is quite straightforward to process. The complexity we encounter now is training the errors back through the network. When we train the network now, we start at the last output layer and determine the total error, just as we did with a single perceptron, but now we need to sum up all errors across the output layer. Then we need to use this value to backpropagate the error back through the network, updating each of the weights based on their contribution to the total error. Understanding the contribution of a single weight in a network with thousands or millions of weights could be quite complicated, except thankfully for the help of differentiation and the chain rule. Before we get to the complicated math, we first need to discuss the...

Hands-On Deep Learning for Games
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Hands-On Deep Learning for Games
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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)
Preface
Deep Learning for Games
Convolutional and Recurrent Networks
GAN for Games
Building a Deep Learning Gaming Chatbot
Section 2: Deep Reinforcement Learning
Introducing DRL
Unity ML-Agents
Agent and the Environment
Understanding PPO
Rewards and Reinforcement Learning
Imitation and Transfer Learning
Building Multi-Agent Environments
Section 3: Building Games
Debugging/Testing a Game with DRL
Obstacle Tower Challenge and Beyond
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