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

Wasserstein GAN

As you can most certainly appreciate by now, GANs have wide and varied applications, several of which apply very well to games. One such application is the generation of textures or texture variations. We often want slight variations in textures to give our game worlds a more convincing look. This is and can be done with shaders, but for performance reasons, it is often best to create static assets.

Therefore, in this section, we will build a GAN project that allows us to generate textures or height maps. You could also extend this concept using any of the other cool GANs we briefly touched on earlier. We will be using a default implementation of the Wasserstein GAN by Erik Linder-Norén and converting it for our purposes.

One of the major hurdles you will face when first approaching deep learning problems is shaping data to the form you need. In the original...