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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

Summary

In this chapter, we took a very close look at how the agents in ML-Agents perceive their environment and process input. An agent's perception of the environment is completely in control by the developer, and it is often a fine balance of how much or how little input/state you want to give an agent. We played with many examples in this chapter and started by taking an in-depth look at the Hallway sample and how an agent uses rays to perceive objects in the environment. Then, we looked at how an agent can use visual observations, not unlike us humans, as input or state that it may learn from. From this, we delved into the CNN architecture that ML-Agents uses to encode the visual observations it provides to the agent. We then learned how to modify this architecture by adding or removing convolution or pooling layers. Finally, we looked at the role of memory, or how recurrent...

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