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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

Take some time to reinforce your learning by undertaking the following exercises:

  1. What type of GAN would you use to transfer styles on an image?
  2. What type of GAN would you use to isolate or extract the style?
  3. Modify the number of critics used in the Wasserstein GAN example and see the effect it has on training.
  4. Modify the first GAN, the DCGAN, to improve training performance using any technique you learned in this chapter. How did you increase training performance?
  5. Modify the BatchNormalization momentum parameter and see what effect it has on training.
  6. Modify a few of the samples by changing the activation from LeakyReLU to another advanced form of activation.
  7. Modify the Wasserstein GAN example to use your own textures. There is a sample data loader available in the downloaded code sample for the chapter.
  8. Download one of the other reference GANs from https://github...

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