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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

Offline training

Offline training is where a recorded gameplay file is generated from a player or agent playing a game or performing a task, and is then fed back as training observations to help an agent learn later on. While online learning certainly is more fun, and in some ways more applicable to the Tennis scene or other multiplayer games, it is less practical. After all, you generally need to play an agent in real time for several hours before an agent will become good. Likewise, in online training scenarios, you are typically limited to single agent training, whereas in offline training a demo playback can be fed to multiple agents for better overall learning. This also allows us to perform interesting training scenarios, similar to AlphaStar training, where we can teach an agent so that it can teach other agents.

We will learn more about multi-agent gameplay in Chapter...
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