Book Image

Hands-On Deep Learning for Games

By : Micheal Lanham
Book Image

Hands-On Deep Learning for Games

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

The partially observable Markov decision process

Back in Chapter 5, Introducing DRL, we learned that a Markov Decision Process (MDP) is used to define the state/model an agent uses to calculate an action/value from. In the case of Q-learning, we have seen how a table or grid could be used to hold an entire MDP for an environment such as the Frozen Pond or GridWorld. These types of RL are model-based, meaning they completely model every state in the environment—every square in a grid game, for instance. Except, in most complex games and environments, being able to map physical or visual state becomes a partially observable problem, or what we may refer to as a partially observable Markov decision process (POMDP).

A POMDP defines a process where an agent never has a complete view of its environment, but instead learns to conduct actions based on a derived general policy....