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Hands-On Deep Learning for Games

You're reading from   Hands-On Deep Learning for Games Leverage the power of neural networks and reinforcement learning to build intelligent games

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Product type Paperback
Published in Mar 2019
Publisher Packt
ISBN-13 9781788994071
Length 392 pages
Edition 1st Edition
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Author (1):
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Micheal Lanham Micheal Lanham
Author Profile Icon Micheal Lanham
Micheal Lanham
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Table of Contents (18) Chapters Close

Preface 1. Section 1: The Basics
2. Deep Learning for Games FREE CHAPTER 3. Convolutional and Recurrent Networks 4. GAN for Games 5. Building a Deep Learning Gaming Chatbot 6. Section 2: Deep Reinforcement Learning
7. Introducing DRL 8. Unity ML-Agents 9. Agent and the Environment 10. Understanding PPO 11. Rewards and Reinforcement Learning 12. Imitation and Transfer Learning 13. Building Multi-Agent Environments 14. Section 3: Building Games
15. Debugging/Testing a Game with DRL 16. Obstacle Tower Challenge and Beyond 17. Other Books You May Enjoy

Recurrent networks for remembering series

The sample environments we have been running in this chapter use a form of recurrent memory by default to remember past sequences of events. This recurrent memory is constructed of Long Short-Term Memory (LSTM) layers that allow the agent to remember beneficial sequences that may encourage some amount of future reward. Remember that we extensively covered LSTM networks in Chapter 2, Convolutional and Recurrent Networks. For example, an agent may see the same sequence of frames repeatedly, perhaps moving toward the target goal, and then associate that sequence of states with an increased reward. A diagram showing the original form of this network, taken from the paper Training an Agent for FPS Doom Game using Visual Reinforcement Learning and VizDoom by Khan Aduil et al., is as follows:


DQRN Architecture

The authors referred to the network...

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