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

Summary

In this chapter, we looked at generative adversarial networks, or GANs, as a way to build DNNs that can generate unique content based on copying or extracting features from other content. This also allowed us to explore unsupervised training, a method of training that requires no previous data classification or labeling. In the previous chapter, we used supervised training. We started with looking at the many variations of GANs currently making an impression in the DL community. Then we coded up a deep convolutional GAN in Keras, followed by the state-of-the-art Wasserstein GAN. From there, we looked at how to generate game textures or height maps using sample images. We finished the chapter off by looking at two music-generating GANs that can generate original MIDI music from sampled music.

For the final sample, we looked at music generation with GANs that relied heavily...