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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

Running an agent

Using Python to train works well, but it is not something a real game would ever use. Ideally, what we want to be able to do is build a TensorFlow graph and use it in Unity. Fortunately, a library was constructed, called TensorFlowSharp, that allows .NET to consume TensorFlow graphs. This allows us to build offline TFModels and later inject them into our game. Unfortunately, we can only use trained models and not train in this manner, at least not yet.

Let's see how this works by using the graph we just trained for the GridWorld environment and use it as an internal brain in Unity. Follow the exercise in the next section to set up and use an internal brain:

  1. Download the TFSharp plugin from this link: https://s3.amazonaws.com/unity-ml-agents/0.5/TFSharpPlugin.unitypackage.
If this link does not work, consult the Unity docs or the Asset Store for a new one...
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