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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

Multilayer perceptron in TF

Thus far, we have been looking at a simple example of a single perceptron and how to train it. This worked well for our small dataset, but as the number of inputs increases, the complexity of our networks increases, and this cascades into the math as well. The following diagram shows a multilayer perceptron, or what we commonly refer to as an ANN:

Multilayer perceptron or ANN

In the diagram, we see a network with one input, one hidden, and one output layer. The inputs are now shared across an input layer of neurons. The first layer of neurons processes the inputs, and outputs the results to be processed by the hidden layer and so on, until they finally reach the output layer.

Multilayer networks can get quite complex, and the code for these models is often abstracted away by high-level interfaces such as Keras, PyTorch, and so on. These tools work...

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