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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

Rewards and reward functions

We often face this preconceived notion of rewards-based learning or training as comprising of an action being completed, followed by a reward, be it good or bad. While this notion of RL works completely fine for a single action-based task, such as the old multi-arm bandit problem we looked at earlier, or teaching a dog a trick, recall that reinforcement learning is really about an agent learning the value of actions by anticipating future rewards through a series of actions. At each action step, when the agent is not exploring, the agent will determine its next course of action based on what it perceives as having the best reward. What is not always so clear is what those rewards should represent numerically, and to what extent that matters. Therefore, it is often helpful to map out a simple set of reward functions that describe the learning behavior...

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