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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

Exploring the training environment

One of the things that often pushes us to success, or pushes us to learn, is failure. As humans, when we fail, one of two things happens: we try harder or we quit. Interestingly, this is not unlike a negative reward in reinforcement learning. In RL, an agent that gets a negative reward may quit exploring a path if it sees no future value, or that it predicts will not give enough benefit. However, if the agent feels like more exploration is needed, or it hasn't exhausted the path fully, it will push on and, often, this leads it to the right path. Again, this is certainly not unlike us humans. Therefore, in this section, we are going to train one of the more difficult example agents to push ourselves to learn how to fail and fix training failures.

Unity is currently in the process of building a multi-level bench marking tower environment...

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