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

Learning to tune PPO

In this section, we are going to learn to tune a modified/new control learning environment. This will allow us to learn more about some inner workings of the Unity example, but will also show you how to modify a new or modified sample on your own later. Let's begin by opening up the Unity editor so we can complete the following exercise:

  1. Open the Reacher scene, set it for learning, and run it in training. You should be able to do this part in your sleep now. Let the agent train for a substantial amount of time so you can establish a baseline, as always.
  2. From the menu, select Assets/Import Package/Custom Package. Locate Chapter_8_Assets.unitypackage from the Chapter08 folder of the books downloaded to the source code.
  3. Open up the Reacher_3_joint scene from the Assets/HoDLG/Scenes folder. This is the modified scene, but we will go through its construction...