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

Rewards and Reinforcement Learning

Rewards are a fundamental aspect of reinforcement learning, and the concept is easy to grasp. After all, we partly teach and train others—dogs and children, for instance—with reinforcement through rewards. The concept of implementing rewards or a reward function in a simulation can be somewhat difficult, and prone to a lot of trial and error. This is the reason for waiting until a later and more advanced chapter to talk about rewards, building reward functions, and reward assistance methods such as Curriculum Learning, Backplay, Curiosity Learning, and Imitation Learning / Behavioral Cloning.

Here is a quick summary of the concepts we will cover in this chapter:

  • Rewards and reward functions
  • Sparsity of rewards
  • Curriculum Learning
  • Understanding Backplay
  • Curiosity Learning

While this is an advanced chapter, it is also an essential...