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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

Summary

As you have learned, the workflow for training RL and DRL agents in Unity is much more integrated and seamless than in OpenAI Gym. We didn't have to write a line of code to train an agent in a grid world environment, and the visuals are just plain better. For this chapter, we started by installing the ML-Agents toolkit. Then we loaded up a GridWorld environment and set it up to train with an RL agent. From there, we looked at TensorBoard for monitoring agent training and progress. After we were done training, we first loaded up a Unity pre-trained brain and ran that in the GridWorld environment. Then we used a brain we just trained and imported that into Unity as an asset and then as the GridWorldLearning brain's model.

In the next chapter, we will explore how to construct a new RL environment or game we can use an agent to learn and play. This will allow us...

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