A Beginner's Guide To Machine Learning with Unity
A Beginner's Guide To Machine Learning with Unity, available at $94.99, has an average rating of 4.54, with 78 lectures, 1 quizzes, based on 2041 reviews, and has 24406 subscribers.
You will learn about Build a genetic algorithm from scratch in C#. Build a neural network from scratch in C#. Setup and explore the Unity ML-Agents plugin. Setup and use Tensorflow to train game characters. Apply newfound knowledge of machine learning to integrate contemporary research ideas in the field into their own projects. Distill the mathematics and statistic behind machine learning to working program code. Use a Proximal Policy Optimisation to train a neural network. This course is ideal for individuals who are Anyone wanting to learn about the potential of machine learning in games. or Anyone wanting a deeper understanding of the algorithms and theories underlying Unity's ML-Agents. or Anyone wanting to know how to setup and work with ML-Agents. It is particularly useful for Anyone wanting to learn about the potential of machine learning in games. or Anyone wanting a deeper understanding of the algorithms and theories underlying Unity's ML-Agents. or Anyone wanting to know how to setup and work with ML-Agents.
Enroll now: A Beginner's Guide To Machine Learning with Unity
Summary
Title: A Beginner's Guide To Machine Learning with Unity
Price: $94.99
Average Rating: 4.54
Number of Lectures: 78
Number of Quizzes: 1
Number of Published Lectures: 76
Number of Published Quizzes: 1
Number of Curriculum Items: 79
Number of Published Curriculum Objects: 77
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
- Build a genetic algorithm from scratch in C#.
- Build a neural network from scratch in C#.
- Setup and explore the Unity ML-Agents plugin.
- Setup and use Tensorflow to train game characters.
- Apply newfound knowledge of machine learning to integrate contemporary research ideas in the field into their own projects.
- Distill the mathematics and statistic behind machine learning to working program code.
- Use a Proximal Policy Optimisation to train a neural network.
Who Should Attend
- Anyone wanting to learn about the potential of machine learning in games.
- Anyone wanting a deeper understanding of the algorithms and theories underlying Unity's ML-Agents.
- Anyone wanting to know how to setup and work with ML-Agents.
Target Audiences
- Anyone wanting to learn about the potential of machine learning in games.
- Anyone wanting a deeper understanding of the algorithms and theories underlying Unity's ML-Agents.
- Anyone wanting to know how to setup and work with ML-Agents.
What if you could build a character that could learn while it played? Think about the types of gameplay you could develop where the enemies started to outsmart the player. This is what machine learning in games is all about. In this course, we will discover the fascinating world of artificial intelligence beyond the simple stuff and examine the increasingly popular domain of machines that learn to think for themselves.
In this course, Penny introduces the popular machine learning techniques of genetic algorithms and neural networks using her internationally acclaimed teaching style and knowledge from a Ph.D in game character AI and over 25 years experience working with games and computer graphics. In addition she’s written two award winning books on games AI and two others best sellers on Unity game development. Throughout the course you will follow along with hands-on workshops designed to teach you about the fundamental machine learning techniques, distilling the mathematics in a way that the topic becomes accessible to the most noob of novices.
Learn how to program and work with:
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genetic algorithms
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neural networks
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human player captured training sets
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reinforcement learning
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Unity’s ML-Agent plugin
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Tensorflow
Contents and Overview
The course starts with a thorough examination of genetic algorithms that will ease you into one of the simplest machine learning techniques that is capable of extraordinary learning. You’ll develop an agent that learns to camouflage, a Flappy Bird inspired application in which the birds learn to make it through a maze and environment-sensing bots that learn to stay on a platform.
Following this, you’ll dive right into creating your very own neural network in C# from scratch. With this basic neural network, you will find out how to train behaviour, capture and use human player data to train an agent and teach a bot to drive. In the same section you’ll have the Q-learning algorithm explained, before integrating it into your own applications.
By this stage, you’ll feel confident with the terminology and techniques used throughout the deep learning community and be ready to tackle Unity’s experimental ML-Agents. Together with Tensorflow, you’ll be throwing agents in the deep-end and reinforcing their knowledge to stay alive in a variety of game environment scenarios.
By the end of the course, you’ll have a well-equipped toolset of basic and solid machine learning algorithms and applications, that will see you able to decipher the latest research publications and integrate the latest developments into your work, while keeping abreast of Unity’s ML-Agents as they evolve from experimental to production release.
What students are saying about this course:
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Absolutely the best beginner to Advanced course for Neural Networks/ Machine Learning if you are a game developer that uses C# and Unity. BAR NONE x Infinity.
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A perfect course with great math examples and demonstration of the TensorFlow power inside Unity. After this course, you will get the strong basic background in the Machine Learning.
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The instructor is very engaging and knowledgeable. I started learning from the first lesson and it never stopped. If you are interested in Machine Learning , take this course.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Lecture 2: What is Learning?
Lecture 3: How to Study This Course
Lecture 4: FAQs
Lecture 5: Machine Learning 101
Chapter 2: Genetic Algorithms
Lecture 1: DNA Inspired Data Structures
Lecture 2: Camouflage Training with Genetic Algorithms Part 1
Lecture 3: Camouflage Training with Genetic Algorithms Part 2
Lecture 4: Camouflage Challenge
Lecture 5: Coding Movement with Genes Part 1
Lecture 6: Coding Movement with Genes Part 2
Lecture 7: Distance Challenge
Lecture 8: Note: Unity Versions Might Mess Up Package Imports
Lecture 9: Moving GAs with Senses Part 1
Lecture 10: Moving GAs with Senses Part 2
Lecture 11: Moving GAs with Senses Part 3
Lecture 12: Maze Walking Challenge
Lecture 13: Maze Walking Challenge Solution Part 2
Lecture 14: Not So Flappy Birds Part 1
Lecture 15: Not So Flappy Birds Part 2
Lecture 16: Extra Readings
Chapter 3: Perceptrons: The making of a Neural Network
Lecture 1: The Perceptron
Lecture 2: Challenge
Lecture 3: Programming and Training a Perceptron
Lecture 4: Exercise 1
Lecture 5: Exercise 2
Lecture 6: Perceptron Classification
Lecture 7: Perceptron Learning from Experience
Lecture 8: Saving & Loading Perceptron Values
Chapter 4: Artificial Neural Networks
Lecture 1: Introduction to Neural Networks
Lecture 2: Programming An Artificial Neural Network Part 1
Lecture 3: Programming An Artificial Neural Network Part 2
Lecture 4: Programming An Artificial Neural Network Part 3
Lecture 5: ANN FAQs
Lecture 6: Working with Activation Functions
Lecture 7: Challenge
Lecture 8: Extra Readings
Chapter 5: Neural Networks in Practice
Lecture 1: Developing a Neural Network that Plays Pong Part 1
Lecture 2: Developing a Neural Network that Plays Pong Part 2
Lecture 3: Developing a Neural Network that Plays Pong Part 3
Lecture 4: Challenge
Lecture 5: Gathering Training Data from the Player Part 1
Lecture 6: Gathering Training Data from the Player Part 2
Lecture 7: Training with Player Data Part 1
Lecture 8: A Note to the Astute
Lecture 9: Training with Player Data Part 2
Lecture 10: Training with Player Data Part 3
Chapter 6: Reinforcement Learning with the Q-Network
Lecture 1: Reinforcement Learning and Q-Networks
Lecture 2: Training a Neural Network with Q-Learning Part 1
Lecture 3: Training a Neural Network with Q-Learning Part 2
Lecture 4: Training a Neural Network with Q-Learning Part 3
Lecture 5: Challenge
Lecture 6: Extra Readings
Chapter 7: ML-Agents
Lecture 1: Read This First
Chapter 8: Unity's ML-Agents V0.3 [DEPRECATED]
Lecture 1: Setup
Lecture 2: Training Your First ML-Agent V0.3
Lecture 3: Migrating from V0.2 to V0.3
Lecture 4: ML-Agent's FAQ
Lecture 5: Creating an ML-Agent From Scratch Part 1
Lecture 6: Creating an ML-Agent From Scratch Part 2
Lecture 7: ML-Agents Cheat Sheet
Lecture 8: An Avoiding ML-Agent Part 1
Lecture 9: An Avoiding ML-Agent Part 2
Lecture 10: Challenge
Lecture 11: Top 10 Tips for Neural Network Best Practice
Lecture 12: Environment Sensing ML-Agent
Lecture 13: Goal Seeking Wall Jumping Part 1
Lecture 14: Goal Seeking Wall Jumping Part 2
Lecture 15: Extra Readings
Chapter 9: Unity's M-Agents V0.2 [DEPRECIATED]
Lecture 1: About This Section
Lecture 2: Setting up TensorFlow – Starter Files
Lecture 3: Setting up TensorFlow – Windows
Lecture 4: Setting up TensorFlow – Mac
Lecture 5: An Overview of ML-Agents
Chapter 10: A Final Word
Lecture 1: Thank you
Lecture 2: Where to Now?
Instructors
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Penny de Byl
International Award Winning Professor & Best Selling Author -
Penny Holistic3D
Academic, Author & Game Development Enthusiast
Rating Distribution
- 1 stars: 13 votes
- 2 stars: 35 votes
- 3 stars: 163 votes
- 4 stars: 626 votes
- 5 stars: 1204 votes
Frequently Asked Questions
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