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

As you have learned, the workflow for training RL and DRL agents in Unity is much more integrated and seamless than in OpenAI Gym. We didn't have to write a line of code to train an agent in a grid world environment, and the visuals are just plain better. For this chapter, we started by installing the ML-Agents toolkit. Then we loaded up a GridWorld environment and set it up to train with an RL agent. From there, we looked at TensorBoard for monitoring agent training and progress. After we were done training, we first loaded up a Unity pre-trained brain and ran that in the GridWorld environment. Then we used a brain we just trained and imported that into Unity as an asset and then as the GridWorldLearning brain's model.

In the next chapter, we will explore how to construct a new RL environment or game we can use an agent to learn and play. This will allow us...