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The 2014 research paper on "Variational Recurrent Auto-Encoders" attempted to generate music based on songs from 8 different video games. This project is one of the few conducted purely on video game music. The neural network in the project was able to generate data that was very similar to the data of the games it trained off of. [35]
Keras is an open-source library that provides a Python interface for artificial neural networks. Keras was first independent software, then integrated into the TensorFlow library, and later supporting more. "Keras 3 is a full rewrite of Keras [and can be used] as a low-level cross-framework language to develop custom components such as layers ...
TensorFlow.nn is a module for executing primitive neural network operations on models. [40] Some of these operations include variations of convolutions (1/2/3D, Atrous, depthwise), activation functions ( Softmax , RELU , GELU, Sigmoid , etc.) and their variations, and other operations ( max-pooling , bias-add, etc.).
[14] [15] The computer player a neural network trained using a deep RL algorithm, a deep version of Q-learning they termed deep Q-networks (DQN), with the game score as the reward. They used a deep convolutional neural network to process 4 frames RGB pixels (84x84) as inputs. All 49 games were learned using the same network architecture and ...
Apache MXNet is an open-source deep learning software framework that trains and deploys deep neural networks. It aims to be scalable, allows fast model training, and supports a flexible programming model and multiple programming languages (including C++, Python, Java, Julia, MATLAB, JavaScript, Go, R, Scala, Perl, and Wolfram Language).
In RL, a policy is a function that maps a game state to a game action. In RLHF, the "game" is the game of replying to prompts. A prompt is a game state, and a response is a game action. This is a fairly trivial kind of game, since every game lasts for exactly one step. Nevertheless, it is a game, and so RL algorithms can be applied to it.
spaCy (/ s p eɪ ˈ s iː / spay-SEE) is an open-source software library for advanced natural language processing, written in the programming languages Python and Cython. [3] [4] The library is published under the MIT license and its main developers are Matthew Honnibal and Ines Montani, the founders of the software company Explosion.
The neural networks are trained on a per-game basis by generating a "perfect frame" using traditional supersampling to 64 samples per pixel, as well as the motion vectors for each frame. The data collected must be as comprehensive as possible, including as many levels, times of day, graphical settings, resolutions, etc. as possible.