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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
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

GAN for Games

Thus far, in our deep learning exploration, we have trained all our networks using a technique called supervised training. This training technique works well for when you have taken the time to identify and label your data. All of our previous example exercises used supervised training, because it is the simplest form of teaching. However, supervised learning tends to be the most cumbersome and tedious method, largely because it requires some amount of data labeling or identification before training. There have been attempts to use this form of training for machine learning or deep learning in gaming and simulation, but they have proven to be unsuccessful.

This is why, for most of this book, we will look at other forms of training, starting with a form of unsupervised training called a generative adversarial network (GAN). GANs are able to train themselves using...

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