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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 convolution

Convolution is a way of extracting features from an image that may allow us to more easily classify it based on known features. Before we get into convolution, let's first take a step back and understand why networks, and our vision for that matter, need to isolate features in an image. Take a look at the following; it's a sample image of a dog, called Sadie, with various image filters applied:



Example of an image with different filters applied

The preceding shows four different versions with no filter, edge detection, pixelate, and glowing edges filters applied. In all cases, though, you as a human can clearly recognize it is a picture of a dog, regardless of the filter applied, except note that in the edge detection case, we have eliminated the extra image data that is unnecessary to recognize a dog. By using a filter, we can extract just...

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