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

Neural networks – the foundation

The inspiration for neural networks or multilayer perceptrons is the human brain and nervous system. At the heart of our nervous system is the neuron pictured above the computer analog, which is a perceptron:

Example of human neuron beside a perceptron

The neurons in our brain collect input, do something, and then spit out a response much like the computer analog, the perceptron. A perceptron takes a set of inputs, sums them all up, and passes them through an activation function. That activation function determines whether to send output, and at what level to send it when activated. Let's take a closer look at the perceptron, as follows:

Perceptron

On the left-hand side of the preceding diagram, you can see the set of inputs getting pushed in, plus a constant bias. We will get more into the bias later. Then the inputs are multiplied...