Hands-On Deep Learning for Games
图书信息
| 作者 | Micheal Lanham |
| 出版社 | Packt Publishing |
| ISBN | 9781788998765 |
| 出版时间 | 2019-03-30 |
| 字数 | 42.8万 |
| 分类 | 进口书,外文原版书,电脑,网络 |
读书简介
Understand the core concepts of deep learning and deep reinforcement learning by applying them to develop games Key Features * Apply the power of deep learning to complex reasoning tasks by building a Game AI * Exploit the most recent developments in machine learning and AI for building smart games * Implement deep learning models and neural networks with Python Book Description The number of applications of deep learning and neural networks has multiplied in the last couple of years. Neural nets has enabled significant breakthroughs in everything from computer vision, voice generation, voice recognition and self-driving cars. Game development is also a key area where these techniques are being applied. This book will give an in depth view of the potential of deep learning and neural networks in game development. We will take a look at the foundations of multi-layer perceptron’s to using convolutional and recurrent networks. In applications from GANs that create music or textures to self-driving cars and chatbots. Then we introduce deep reinforcement learning through the multi-armed bandit problem and other OpenAI Gym environments. As we progress through the book we will gain insights about DRL techniques such as Motivated Reinforcement Learning with Curiosity and Curriculum Learning. We also take a closer look at deep reinforcement learning and in particular the Unity ML-Agents toolkit. By the end of the book, we will look at how to apply DRL and the ML-Agents toolkit to enhance, test and automate your games or simulations. Finally, we will cover your possible next steps and possible areas for future learning. What you will learn * Learn the foundations of neural networks and deep learning. * Use advanced neural network architectures in applications to create music, textures, self driving cars and chatbots. * Understand the basics of reinforcement and DRL and how to apply it to solve a variety of problems. * Working with Unity ML-Agents toolkit and how to install, setup and run the kit. * Understand core concepts of DRL and the differences between discrete and continuous action environments. * Use several advanced forms of learning in various scenarios from developing agents to testing games. Who this book is for This books is for game developers who wish to create highly interactive games by leveraging the power of machine and deep learning. No prior knowledge of machine learning, deep learning or neural networks is required this book will teach those concepts from scratch. A good understanding of Python is required.
目录
Dedication
About Packt
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Contributors
About the author
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Preface
Who this book is for
What this book covers
To get the most out of this book
Download the example code files
Download the color images
Conventions used
Get in touch
Reviews
Section 1: The Basics
Deep Learning for Games
The past, present, and future of DL
The past
The present
The future
Neural networks – the foundation
Training a perceptron in Python
Multilayer perceptron in TF
TensorFlow Basics
Training neural networks with backpropagation
The Cost function
Partial differentiation and the chain rule
Building an autoencoder with Keras
Training the model
Examining the output
Exercises
Summary
Convolutional and Recurrent Networks
Convolutional neural networks
Monitoring training with TensorBoard
Understanding convolution
Building a self-driving CNN
Spatial convolution and pooling
The need for Dropout
Memory and recurrent networks
Vanishing and exploding gradients rescued by LSTM
Playing Rock, Paper, Scissors with LSTMs
Exercises
Summary
GAN for Games
Introducing GANs
Coding a GAN in Keras
Training a GAN
Optimizers
Wasserstein GAN
Generating textures with a GAN
Batch normalization
Leaky and other ReLUs
A GAN for creating music
Training the music GAN
Generating music via an alternative GAN
Exercises
Summary
Building a Deep Learning Gaming Chatbot
Neural conversational agents
General conversational models
Sequence-to-sequence learning
Breaking down the code
Thought vectors
DeepPavlov
Building the chatbot server
Message hubs (RabbitMQ)
Managing RabbitMQ
Sending and receiving to/from the MQ
Writing the message queue chatbot
Running the chatbot in Unity
Installing AMQP for Unity
Exercises
Summary
Section 2: Deep Reinforcement Learning
Introducing DRL
Reinforcement learning
The multi-armed bandit
Contextual bandits
RL with the OpenAI Gym
A Q-Learning model
Markov decision process and the Bellman equation
Q-learning
Q-learning and exploration
First DRL with Deep Q-learning
RL experiments
Keras RL
Exercises
Summary
Unity ML-Agents
Installing ML-Agents
Training an agent
What's in a brain?
Monitoring training with TensorBoard
Running an agent
Loading a trained brain
Exercises
Summary
Agent and the Environment
Exploring the training environment
Training the agent visually
Reverting to the basics
Understanding state
Understanding visual state
Convolution and visual state
To pool or not to pool
Recurrent networks for remembering series
Tuning recurrent hyperparameters
Exercises
Summary
Understanding PPO
Marathon RL
The partially observable Markov decision process
Actor-Critic and continuous action spaces
Expanding network architecture
Understanding TRPO and PPO
Generalized advantage estimate
Learning to tune PPO
Coding changes required for control projects
Multiple agent policy
Exercises
Summary
Rewards and Reinforcement Learning
Rewards and reward functions
Building reward functions
Sparsity of rewards
Curriculum Learning
Understanding Backplay
Implementing Backplay through Curriculum Learning
Curiosity Learning
The Curiosity Intrinsic module in action
Trying ICM on Hallway/VisualHallway
Exercises
Summary
Imitation and Transfer Learning
IL, or behavioral cloning
Online training
Offline training
Setting up for training
Feeding the agent
Transfer learning
Transferring a brain
Exploring TensorFlow checkpoints
Imitation Transfer Learning
Training multiple agents with one demonstration
Exercises
Summary
Building Multi-Agent Environments
Adversarial and cooperative self-play
Training self-play environments
Adversarial self-play
Multi-brain play
Adding individuality with intrinsic rewards
Extrinsic rewards for individuality
Creating uniqueness with customized reward functions
Configuring the agents' personalities
Exercises
Summary
Section 3: Building Games
Debugging/Testing a Game with DRL
Introducing the game
Setting up ML-Agents
Introducing rewards to the game
Setting up TestingAcademy
Scripting the TestingAgent
Setting up the TestingAgent
Overriding the Unity input system
Building the TestingInput
Adding TestingInput to the scene
Overriding the game input
Configuring the required brains
Time for training
Testing through imitation
Configuring the agent to use IL
Analyzing the testing process
Sending custom analytics
Exercises
Summary
Obstacle Tower Challenge and Beyond
The Unity Obstacle Tower Challenge
Deep Learning for your game?
Building your game
More foundations of learning
Summary
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