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Kategorie szczegółowe BISAC

Learning to Play: Reinforcement Learning and Games

ISBN-13: 9783030592400 / Angielski / Miękka / 2021 / 346 str.

Aske Plaat
Learning to Play: Reinforcement Learning and Games Plaat, Aske 9783030592400 Springer International Publishing - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Learning to Play: Reinforcement Learning and Games

ISBN-13: 9783030592400 / Angielski / Miękka / 2021 / 346 str.

Aske Plaat
cena 201,72
(netto: 192,11 VAT:  5%)

Najniższa cena z 30 dni: 192,74
Termin realizacji zamówienia:
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In this textbook the author takes as inspiration recent breakthroughs in game playing to explain how and why deep reinforcement learning works. In particular he shows why two-person games of tactics and strategy fascinate scientists, programmers, and game enthusiasts and unite them in a common goal: to create artificial intelligence (AI). 


After an introduction to the core concepts, environment, and communities of intelligence and games, the book is organized into chapters on reinforcement learning, heuristic planning, adaptive sampling, function approximation, and self-play. The author takes a hands-on approach throughout, with Python code examples and exercises that help the reader understand how AI learns to play. He also supports the main text with detailed pointers to online machine learning frameworks, technical details for AlphaGo, notes on how to play and program Go and chess, and a comprehensive bibliography.

The content is class-tested and suitable for advanced undergraduate and graduate courses on artificial intelligence and games. It's also appropriate for self-study by professionals engaged with applications of machine learning and with games development. Finally it's valuable for any reader engaged with the philosophical implications of artificial and general intelligence, games represent a modern Turing test of the power and limitations of AI.

Kategorie:
Informatyka, Bazy danych
Kategorie BISAC:
Computers > Artificial Intelligence - General
Computers > Programming - Games
Social Science > Popular Culture
Wydawca:
Springer International Publishing
Język:
Angielski
ISBN-13:
9783030592400
Rok wydania:
2021
Ilość stron:
346
Waga:
0.48 kg
Wymiary:
23.39 x 15.6 x 1.83
Oprawa:
Miękka
Wolumenów:
01

Introduction.- Intelligence and Games.- Reinforcement Learning.- Heuristic Planning.- Adaptive Sampling.- Function Approximation.- Self-Play.- Conclusion.- App. A, Deep Reinforcement Learning Environments.- App. B, Running Python.- App. C, Tutorial for the Game of Go.- App. D, AlphaGo Technical Details.- References.- List of Figures.- List of Tables.- List of Algorithms.- Index.

Prof. Aske Plaat is Professor of Data Science at Leiden University and scientific director of the Leiden Institute of Advanced Computer Science (LIACS). He is co-founder of the Leiden Centre of Data Science (LCDR) and initiated the SAILS stimulation program. His research interests include reinforcement learning, scalable combinatorial reasoning algorithms, games and self-learning systems.

In this textbook the author takes as inspiration recent breakthroughs in game playing to explain how and why deep reinforcement learning works. In particular he shows why two-person games of tactics and strategy fascinate scientists, programmers, and game enthusiasts and unite them in a common goal: to create artificial intelligence (AI).


After an introduction to the core concepts, environment, and communities of intelligence and games, the book is organized into chapters on reinforcement learning, heuristic planning, adaptive sampling, function approximation, and self-play. The author takes a hands-on approach throughout, with Python code examples and exercises that help the reader understand how AI learns to play. He also supports the main text with detailed pointers to online machine learning frameworks, technical details for AlphaGo, notes on how to play and program Go and chess, and a comprehensive bibliography.

The content is class-tested and suitable for advanced undergraduate and graduate courses on artificial intelligence and games. It's also appropriate for self-study by professionals engaged with applications of machine learning and with games development. Finally it's valuable for any reader engaged with the philosophical implications of artificial and general intelligence, games represent a modern Turing test of the power and limitations of AI.



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