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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 dug in and learned more of the inner workings of RL by understanding the differences between model-based versus off-model and/or policy-based algorithms. As we learned, Unity ML-Agents uses the PPO algorithm, a powerful and flexible policy learning model that works exceptionally well when training control, or what is sometimes referred to as marathon RL. After learning more basics, we jumped into other RL improvements in the form of Actor-Critic, or advantage training, and what options ML-Agents supports. Next, we looked at the evolution of PPO and its predecessor, the TRPO algorithm, how they work at a basic level, and how they affect training. This is where we learned how to modify one of the control samples to create a new joint on the Reacher arm. We finished the chapter by looking at how multi-agent policy training can be improved on, again by...

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