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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 Backplay

In late 2018, Cinjon Resnick released an innovative paper, titled Backplay: Man muss immer umkehren, (https://arxiv.org/abs/1807.06919) that introduced a refined form of Curriculum Learning called Backplay. The basic premise is that you start the agent more or less at the goal, and then progressively move the agent back during training. This method may not work for all situations, but we will use this method with Curriculum Training to see how we can improve the VisualHallway example in the following exercise:

  1. Open the VisualHallway scene from the Assets | ML-Agents | Examples | Hallway | Scenes folder.
  2. Make sure the scene is reset to the default starting point. If you need to, pull down the source from ML-Agents again.
  3. Set the scene for learning using the VisualHallwayLearning brain, and make sure that the agent is just using the default visual observations...
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