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

Running an agent

Using Python to train works well, but it is not something a real game would ever use. Ideally, what we want to be able to do is build a TensorFlow graph and use it in Unity. Fortunately, a library was constructed, called TensorFlowSharp, that allows .NET to consume TensorFlow graphs. This allows us to build offline TFModels and later inject them into our game. Unfortunately, we can only use trained models and not train in this manner, at least not yet.

Let's see how this works by using the graph we just trained for the GridWorld environment and use it as an internal brain in Unity. Follow the exercise in the next section to set up and use an internal brain:

  1. Download the TFSharp plugin from this link: https://s3.amazonaws.com/unity-ml-agents/0.5/TFSharpPlugin.unitypackage.
If this link does not work, consult the Unity docs or the Asset Store for a new one...