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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

Understanding visual state

RL is a very powerful algorithm, but can become very computationally complex when we start to look at massive state inputs. To account for massive states, many powerful RL algorithms use the concept of model-free or policy-based learning, something we will cover in a later chapter. As we already know, Unity uses a policy-based algorithm that allows it to learn any size of state space by generalizing to a policy. This allows us to easily input a state space of 15 vectors in the example we just ran to something more massive, as in the VisualHallway example.

Let's open up Unity to the VisualHallway example scene and look at how to reduce the visual input space in the following exercise:

  1. With the VisualHallway scene open, locate the HallwayLearningBrain in the Assets | ML-Agents | Examples | Hallway | Brains folder and select it.
  2. Modify the Brain Parameters...
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