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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 FREE CHAPTER
2. Deep Learning for Games 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

Imitation and Transfer Learning

At the time of writing, a new AI called AlphaStar, a deep reinforcement learning (DRL) agent, used imitation learning (IL) to beat a human opponent five-nil playing the real-time strategy game StarCraft II. AlphaStar was the continuation of David Silver and Google DeepMind's work to build a smarter and more intelligent AI. The specific techniques AlphaStar used to win could fill a book, and IL and the use of learning to copy human play is now of keen interest. Fortunately, Unity has already implemented IL in the form of offline and online training scenarios. While we won't make it to the level of AlphaStar in this chapter, we still will learn about the underlying technologies of IL and other forms of transfer learning.

In this chapter, we will look at the implementation of IL in ML-Agents and then look to other applications of transfer...

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