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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

Exploring the training environment

One of the things that often pushes us to success, or pushes us to learn, is failure. As humans, when we fail, one of two things happens: we try harder or we quit. Interestingly, this is not unlike a negative reward in reinforcement learning. In RL, an agent that gets a negative reward may quit exploring a path if it sees no future value, or that it predicts will not give enough benefit. However, if the agent feels like more exploration is needed, or it hasn't exhausted the path fully, it will push on and, often, this leads it to the right path. Again, this is certainly not unlike us humans. Therefore, in this section, we are going to train one of the more difficult example agents to push ourselves to learn how to fail and fix training failures.

Unity is currently in the process of building a multi-level bench marking tower environment...
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