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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

Adversarial self-play

In the previous example, we saw an example of both cooperative and competitive self-play where multiple agents functioned almost symbiotically. While this was a great example, it still tied the functionality of one brain to another through their reward functions, hence our observation of the agents being in an almost rewards-opposite scenario. Instead, we now want to look at an environment that can train a brain with multiple agents using just adversarial self-play. Of course, ML-Agents has such an environment, called Banana, which comprises several agents that randomly wander the scene and collect bananas. The agents also have a laser pointer, which allows them to disable an opposing agent for several seconds if they are hit. This is the scene we will look at in the next exercise:

  1. Open the Banana scene from the Assets | ML-Agents | Examples | BananaCollectors...
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