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  • Book Overview & Buying Hands-On Deep Learning for Games
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Hands-On Deep Learning for Games

Hands-On Deep Learning for Games

By : Micheal Lanham
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Hands-On Deep Learning for Games

Hands-On Deep Learning for Games

3 (2)
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)
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1
Section 1: The Basics
6
Section 2: Deep Reinforcement Learning
14
Section 3: Building Games

Exercises

Use these additional exercises to assist in your learning and test your knowledge further.

Answer the following questions:

  1. Name three different activation functions. Remember, Google is your friend.
  2. What is the purpose of a bias?
  3. What would you expect to happen if you reduced the number of epochs in one of the chapter samples? Did you try it?
  4. What is the purpose of backpropagation?
  5. Explain the purpose of the Cost function.
  6. What happens when you increase or decrease the number of encoding dimensions in the Keras autoencoder example?
  7. What is the name of the layer type that we feed input into?
  8. What happens when you increase or decrease the batch size?
  9. What is the shape of the input Tensor for the Keras example? Hint: we already have a print statement displaying this.
  10. In the last exercise, how many MNIST samples do we train and test with?

As we progress in the book,...

CONTINUE READING
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Tech Concepts
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Programming languages
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Hands-On Deep Learning for Games
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