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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

First DRL with Deep Q-learning

Now that we understand the reinforcement learning process in detail, we can look to adapt our Q-learning model to work with deep learning. This, as you could likely guess, is the culmination of our efforts and where the true power of RL shines. As we learned through earlier chapters, deep learning is essentially a complex system of equations that can map inputs through a non-linear function to generate a trained output.

A neural network is just another, simpler method of solving a non-linear equation. We will look at how to use DNN to solve other equations later, but for now we will focus on using it to solve the Q-learning equation we saw in the previous section.

We will use the CartPole training environment from the OpenAI Gym toolkit. This environment is pretty much the standard used to learn Deep Q-learning (DQN).

Open up Chapter_5_4.py and...

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