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

Summary

In this chapter, we explored a world of possibilities with multi-agent training environments. We first looked at how we could set up environments using self-play, where a single brain may control multiple brains that both compete and cooperate with one another. Then we looked at how we could add personality with intrinsic rewards in the form of curiosity using the ML-Agents curiosity learning system. Next, we looked at how extrinsic rewards could be used to model an agent's personality and influence training. We did this by adding a free asset for style and then applied custom extrinsic rewards through reward function chaining. Finally, we trained the environment and were entertained by the results of the boy agent solidly thrashing the zombie; you will see this if you watch the training to completion.

In the next chapter, we will look at another novel application...