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

Adversarial and cooperative self-play

The term self-play can, of course, mean many things to many people, but in this case, we mean the brain is competing (adversarial) or cooperating with itself by manipulating multiple agents. In the case of ML-Agents, this may mean having a single brain manipulating multiple agents in the same environment. There is an excellent example of this in ML-Agents, so open up Unity and follow the next exercise to get this scene ready for multi-agent training:

  1. Open the SoccerTwos scene from the Assets | ML-Agents | Examples | Soccer | Scenes folder. The scene is set to run, by default, in player mode, but we need to convert it back to learning mode.
  2. Select and disable all the SoccerFieldTwos(1) to SoccerFieldTwos(7) areas. We won't use those yet.
  3. Select and expand the remaining active SoccerFieldTwos object. This will reveal the play area with...