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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

Convolutional neural networks

Sight is hands-down the most-used sub-process. You are using it right now! Of course, it was something researchers attempted to mimic with neural networks early on, except that nothing really worked well until the concept of convolution was applied and used to classify images. The concept of convolution is the idea behind detecting, sometimes grouping, and isolating common features in an image. For instance, if you cover up 3/4 of a picture of a familiar object and show it to someone, they will almost certainly recognize the image by recognizing just the partial features. Convolution works the same way, by blowing up an image and then isolating the features for later recognition.

Convolution works by dissecting an image into its feature parts, which makes it easier to train a network. Let's jump into a code sample that extends from where we left...

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