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

The Unity Obstacle Tower Challenge

The Unity Obstacle Tower Challenge was introduced in February 2019 as a discrete visual learning problem. As we have seen before, this is the holy grail of learning for games, robotics, and other simulations. What makes it more interesting is this challenge was introduced outside of ML-Agents and requires the challenger to write their own Python code from scratch to control the game—something we have come close to learning how to do in this book, but we omitted the technical details. Instead, we focused on the fundamentals of tuning hyperparameters, understanding rewards, and the agent state. All of these fundamentals will come in handy if you decide to tackle the tower challenge.

At the time this book was written, the ML-Agents version used for developing was 0.6. If you have run all the exercises to completion, you will have noticed...