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Index
Title Page Copyright and Credits
Hands-On Deep Learning for Games
HumbleBundle Dedication About Packt
Why subscribe? Packt.com
Contributors
About the author Packt is searching for authors like you
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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