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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 looked at generative adversarial networks, or GANs, as a way to build DNNs that can generate unique content based on copying or extracting features from other content. This also allowed us to explore unsupervised training, a method of training that requires no previous data classification or labeling. In the previous chapter, we used supervised training. We started with looking at the many variations of GANs currently making an impression in the DL community. Then we coded up a deep convolutional GAN in Keras, followed by the state-of-the-art Wasserstein GAN. From there, we looked at how to generate game textures or height maps using sample images. We finished the chapter off by looking at two music-generating GANs that can generate original MIDI music from sampled music.

For the final sample, we looked at music generation with GANs that relied heavily...

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