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 self-play

In the previous example, we saw an example of both cooperative and competitive self-play where multiple agents functioned almost symbiotically. While this was a great example, it still tied the functionality of one brain to another through their reward functions, hence our observation of the agents being in an almost rewards-opposite scenario. Instead, we now want to look at an environment that can train a brain with multiple agents using just adversarial self-play. Of course, ML-Agents has such an environment, called Banana, which comprises several agents that randomly wander the scene and collect bananas. The agents also have a laser pointer, which allows them to disable an opposing agent for several seconds if they are hit. This is the scene we will look at in the next exercise:

  1. Open the Banana scene from the Assets | ML-Agents | Examples | BananaCollectors...