Zum Hauptinhalt springen
Dekorationsartikel gehören nicht zum Leistungsumfang.
Learning to Play
Reinforcement Learning and Games
Taschenbuch von Aske Plaat
Sprache: Englisch

49,90 €*

inkl. MwSt.

Versandkostenfrei per Post / DHL

Lieferzeit 4-7 Werktage

Kategorien:
Beschreibung
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.
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.
Über den Autor
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.
Zusammenfassung

Author takes as inspiration breakthroughs in game playing, and using two-agent games to explain the full power of deep reinforcement learning

Suitable for advanced undergraduate and graduate courses in artificial intelligence, machine learning, games, and evolutionary computing, and for self-study by professionals

Author uses machine learning frameworks such as Gym, TensorFlow, and Keras, and provides exercises to help understand how AI is learning to play

Inhaltsverzeichnis
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.
Details
Erscheinungsjahr: 2021
Genre: Informatik
Rubrik: Naturwissenschaften & Technik
Medium: Taschenbuch
Inhalt: xiii
330 S.
39 s/w Illustr.
72 farbige Illustr.
330 p. 111 illus.
72 illus. in color.
ISBN-13: 9783030592400
ISBN-10: 3030592405
Sprache: Englisch
Ausstattung / Beilage: Paperback
Einband: Kartoniert / Broschiert
Autor: Plaat, Aske
Auflage: 1st ed. 2020
Hersteller: Springer International Publishing
Springer International Publishing AG
Maße: 235 x 155 x 19 mm
Von/Mit: Aske Plaat
Erscheinungsdatum: 22.11.2021
Gewicht: 0,522 kg
Artikel-ID: 120751664
Über den Autor
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.
Zusammenfassung

Author takes as inspiration breakthroughs in game playing, and using two-agent games to explain the full power of deep reinforcement learning

Suitable for advanced undergraduate and graduate courses in artificial intelligence, machine learning, games, and evolutionary computing, and for self-study by professionals

Author uses machine learning frameworks such as Gym, TensorFlow, and Keras, and provides exercises to help understand how AI is learning to play

Inhaltsverzeichnis
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.
Details
Erscheinungsjahr: 2021
Genre: Informatik
Rubrik: Naturwissenschaften & Technik
Medium: Taschenbuch
Inhalt: xiii
330 S.
39 s/w Illustr.
72 farbige Illustr.
330 p. 111 illus.
72 illus. in color.
ISBN-13: 9783030592400
ISBN-10: 3030592405
Sprache: Englisch
Ausstattung / Beilage: Paperback
Einband: Kartoniert / Broschiert
Autor: Plaat, Aske
Auflage: 1st ed. 2020
Hersteller: Springer International Publishing
Springer International Publishing AG
Maße: 235 x 155 x 19 mm
Von/Mit: Aske Plaat
Erscheinungsdatum: 22.11.2021
Gewicht: 0,522 kg
Artikel-ID: 120751664
Warnhinweis

Ähnliche Produkte

Ähnliche Produkte