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  • Book Overview & Buying Hands-On Deep Learning for Games
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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

Imitation and Transfer Learning

At the time of writing, a new AI called AlphaStar, a deep reinforcement learning (DRL) agent, used imitation learning (IL) to beat a human opponent five-nil playing the real-time strategy game StarCraft II. AlphaStar was the continuation of David Silver and Google DeepMind's work to build a smarter and more intelligent AI. The specific techniques AlphaStar used to win could fill a book, and IL and the use of learning to copy human play is now of keen interest. Fortunately, Unity has already implemented IL in the form of offline and online training scenarios. While we won't make it to the level of AlphaStar in this chapter, we still will learn about the underlying technologies of IL and other forms of transfer learning.

In this chapter, we will look at the implementation of IL in ML-Agents and then look to other applications of transfer...

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Hands-On Deep Learning for Games
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