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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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Toc

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 PPO

We have avoided going too deep into the more advanced inner workings of the proximal policy optimization (PPO) algorithm, even going so far as to avoid any policy-versus-model discussion. If you recall, PPO is the reduced level (RL) method first developed at OpenAI that powers ML-Agents, and is a policy-based algorithm. In this chapter, we will look at the differences between policy-and model-based RL algorithms, as well as the more advanced inner workings of the Unity implementation.

The following is a list of the main topics we will cover in this chapter:

  • Marathon reinforcement learning
  • The partially observable Markov decision process
  • Actor-Critic and continuous action spaces
  • Understanding TRPO and PPO
  • Tuning PPO with hyperparameters

The content in this chapter is at an advanced level, and assumes that you have covered several previous chapters and exercises...

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