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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

Building an autoencoder with Keras

While we have covered a lot of important ground we will need for understanding DL, what we haven't done yet is build something that can really do anything. One of the first problems we tackle when starting with DL is to build autoencoders to encode and reform data. Working through this exercise allows us to confirm that what goes into a network can also come back out of a network and essentially reassures us that an ANN is not a complete black box. Building and working with autoencoders also allows us to tweak and test various parameters in order to understand their function. Let's get started by opening up the Chapter_1_5.py listing and following these steps:

  1. We will go through the listing section by section. First, we input the base layers Input and Dense, then Model, all from the tensorflow.keras module, with the following imports...
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