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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

Wasserstein GAN

As you can most certainly appreciate by now, GANs have wide and varied applications, several of which apply very well to games. One such application is the generation of textures or texture variations. We often want slight variations in textures to give our game worlds a more convincing look. This is and can be done with shaders, but for performance reasons, it is often best to create static assets.

Therefore, in this section, we will build a GAN project that allows us to generate textures or height maps. You could also extend this concept using any of the other cool GANs we briefly touched on earlier. We will be using a default implementation of the Wasserstein GAN by Erik Linder-Norén and converting it for our purposes.

One of the major hurdles you will face when first approaching deep learning problems is shaping data to the form you need. In the original...

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