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Learning to Play

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Produktnummer: 18ef3d57e4b3634ee2be7ee8c66a4d40b6
Autor: Plaat, Aske
Themengebiete: AlphaGo Artificial Intelligence Computational Intelligence Deep Learning Evolutionary Computing Games Go Heuristics Machine Learning Reinforcement Learning
Veröffentlichungsdatum: 22.11.2020
EAN: 9783030592370
Sprache: Englisch
Seitenzahl: 330
Produktart: Gebunden
Verlag: Springer International Publishing
Untertitel: Reinforcement Learning and Games
Produktinformationen "Learning to Play"
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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