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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

What's in a brain?

One of the brilliant aspects of the ML-Agents platform is the ability to switch from player control to AI/agent control very quickly and seamlessly. In order to do this, Unity uses the concept of a brain. A brain may be either player-controlled, a player brain, or agent-controlled, a learning brain. The brilliant part is that you can build a game and test it, as a player can then turn the game loose on an RL agent. This has the added benefit of making any game written in Unity controllable by an AI with very little effort. In fact, this is such a powerful workflow that we will spend an entire chapter, Chapter 12, Debugging/Testing a Game with DRL, on testing and debugging your games with RL.

Training an RL agent with Unity is fairly straightforward to set up and run. Unity uses Python externally to build the learning brain model. Using Python makes far...

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