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

Exercises

Use the following exercises to expand your learning and get more confident with the material in this chapter:

  1. Go back to the first exercise and load another set of translations. Train the bot on those and see what responses are generated after training. There are plenty of other language files available for training.
  2. Set up your own conversational training file using the English/French translation one as an example. Remember, the matching responses can be anything and not just translated text.
  3. Add additional pattern-matching skills to the DeepPavlov bot. Either the simple test one and/or the chatbot server.
  4. The DeepPavlov chatbot uses a highest-value selection criteria for selecting a response. DeepPavlov does have a random selector as well. Change the response selector on the chatbot to use random.
  5. Change the exchange type in the example to use Fanout and create a...

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