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

Testing through imitation

At this point in your learning, you have learned several strategies that we can apply to help our testing agent learn and find the goals. We can use curiosity or curriculum learning fairly easily, and we will leave that as an exercise for the reader. What we want is a way to control some of the testing process, and we don't really want our agent to randomly test everything (at least not at this stage). Sure, there are places where completely random testing works well. (By the way, this random form of testing is called monkey testing, because it resembles a monkey just mashing keys or input.) However, in a space such as our game, exploring every possible combination could take a very long time. Therefore, the best alternative is to capture player recordings and use them for our testing agent as a source for imitation learning.

With everything set...