Machines That Learn To Play Games


Machines That Learn To Play Games
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Machines That Learn To Play Games


Machines That Learn To Play Games
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Author : Johannes Fürnkranz
language : en
Publisher: Nova Publishers
Release Date : 2001

Machines That Learn To Play Games written by Johannes Fürnkranz and has been published by Nova Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2001 with Computer games categories.


The mind-set that has dominated the history of computer game playing relies on straightforward exploitation of the available computing power. The fact that a machine can explore millions of variations sooner than the sluggish human can wink an eye has inspired hopes that the mystery of intelligence can be cracked, or at least side-stepped, by sheer force. Decades of the steadily growing strength of computer programs have attested to the soundness of this approach. It is clear that deeper understanding can cut the amount of necessary calculations by orders of magnitude. The papers collected in this volume describe how to instill learning skills in game playing machines. The reader is asked to keep in mind that this is not just about games -- the possibility that the discussed techniques will be used in control systems and in decision support always looms in the background.



Learning To Play


Learning To Play
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Author : Aske Plaat
language : en
Publisher: Springer Nature
Release Date : 2020-12-23

Learning To Play written by Aske Plaat and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-12-23 with Computers categories.


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.



Artificial Intelligence For Computer Games


Artificial Intelligence For Computer Games
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Author : John David Funge
language : en
Publisher: CRC Press
Release Date : 2004-07-29

Artificial Intelligence For Computer Games written by John David Funge and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004-07-29 with Computers categories.


Learn to make games that are more fun and engaging! Building on fundamental principles of Artificial Intelligence, Funge explains how to create Non-Player Characters (NPCs) with progressively more sophisticated capabilities. Starting with the basic capability of acting in the game world, the book explains how to develop NPCs who can perceive, remem



Reinforcement Learning


Reinforcement Learning
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Author : Marco Wiering
language : en
Publisher: Springer Science & Business Media
Release Date : 2012-03-05

Reinforcement Learning written by Marco Wiering and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-03-05 with Technology & Engineering categories.


Reinforcement learning encompasses both a science of adaptive behavior of rational beings in uncertain environments and a computational methodology for finding optimal behaviors for challenging problems in control, optimization and adaptive behavior of intelligent agents. As a field, reinforcement learning has progressed tremendously in the past decade. The main goal of this book is to present an up-to-date series of survey articles on the main contemporary sub-fields of reinforcement learning. This includes surveys on partially observable environments, hierarchical task decompositions, relational knowledge representation and predictive state representations. Furthermore, topics such as transfer, evolutionary methods and continuous spaces in reinforcement learning are surveyed. In addition, several chapters review reinforcement learning methods in robotics, in games, and in computational neuroscience. In total seventeen different subfields are presented by mostly young experts in those areas, and together they truly represent a state-of-the-art of current reinforcement learning research. Marco Wiering works at the artificial intelligence department of the University of Groningen in the Netherlands. He has published extensively on various reinforcement learning topics. Martijn van Otterlo works in the cognitive artificial intelligence group at the Radboud University Nijmegen in The Netherlands. He has mainly focused on expressive knowledge representation in reinforcement learning settings.



Computers And Games


Computers And Games
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Author : H. Jaap van den Herik
language : en
Publisher: Springer
Release Date : 2014-07-11

Computers And Games written by H. Jaap van den Herik and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-07-11 with Computers categories.


This book constitutes the thoroughly refereed post-conference proceedings of the 8th International Conference on Computers and Games, CG 2013, held in Yokohama, Japan, in August 2013, in conjunction with the 17th Computer and Games Tournament and the 20th World Computer-Chess Championship. The 21 papers presented were carefully reviewed and selected for inclusion in this book. They cover a wide range of topics which are grouped into five classes: Monte Carlo Tree Search and its enhancements; solving and searching; analysis of game characteristic; new approaches; and serious games.



Machine Learning Ecml 2002


Machine Learning Ecml 2002
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Author : Tapio Elomaa
language : en
Publisher: Springer
Release Date : 2003-08-02

Machine Learning Ecml 2002 written by Tapio Elomaa and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003-08-02 with Computers categories.


This book constitutes the refereed preceedings of the 13th European Conference on Machine Learning, ECML 2002, held in Helsinki, Finland in August 2002. The 41 revised full papers presented together with 4 invited contributions were carefully reviewed and selected from numerous submissions. Among the topics covered are computational discovery, search strategies, Classification, support vector machines, kernel methods, rule induction, linear learning, decision tree learning, boosting, collaborative learning, statistical learning, clustering, instance-based learning, reinforcement learning, multiagent learning, multirelational learning, Markov decision processes, active learning, etc.



Knowledge Free And Learning Based Methods In Intelligent Game Playing


Knowledge Free And Learning Based Methods In Intelligent Game Playing
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Author : Jacek Mandziuk
language : en
Publisher: Springer Science & Business Media
Release Date : 2010-01-27

Knowledge Free And Learning Based Methods In Intelligent Game Playing written by Jacek Mandziuk and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-01-27 with Computers categories.


The book is focused on the developments and prospective challenging problems in the area of mind game playing (i.e. playing games that require mental skills) using Computational Intelligence (CI) methods, mainly neural networks, genetic/evolutionary programming and reinforcement learning. The majority of discussed game playing ideas were selected based on their functional similarity to human game playing. These similarities include: learning from scratch, autonomous experience-based improvement and example-based learning. The above features determine the major distinction between CI and traditional AI methods relying mostly on using effective game tree search algorithms, carefully tuned hand-crafted evaluation functions or hardware-based brute-force methods. On the other hand, it should be noted that the aim of this book is by no means to underestimate the achievements of traditional AI methods in game playing domain. On the contrary, the accomplishments of AI approaches are undisputable and speak for themselves. The goal is rather to express my belief that other alternative ways of developing mind game playing machines are possible and urgently needed.



Deep Learning And The Game Of Go


Deep Learning And The Game Of Go
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Author : Kevin Ferguson
language : en
Publisher: Simon and Schuster
Release Date : 2019-01-06

Deep Learning And The Game Of Go written by Kevin Ferguson and has been published by Simon and Schuster this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-01-06 with Computers categories.


Summary Deep Learning and the Game of Go teaches you how to apply the power of deep learning to complex reasoning tasks by building a Go-playing AI. After exposing you to the foundations of machine and deep learning, you'll use Python to build a bot and then teach it the rules of the game. Foreword by Thore Graepel, DeepMind Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Technology The ancient strategy game of Go is an incredible case study for AI. In 2016, a deep learning-based system shocked the Go world by defeating a world champion. Shortly after that, the upgraded AlphaGo Zero crushed the original bot by using deep reinforcement learning to master the game. Now, you can learn those same deep learning techniques by building your own Go bot! About the Book Deep Learning and the Game of Go introduces deep learning by teaching you to build a Go-winning bot. As you progress, you'll apply increasingly complex training techniques and strategies using the Python deep learning library Keras. You'll enjoy watching your bot master the game of Go, and along the way, you'll discover how to apply your new deep learning skills to a wide range of other scenarios! What's inside Build and teach a self-improving game AI Enhance classical game AI systems with deep learning Implement neural networks for deep learning About the Reader All you need are basic Python skills and high school-level math. No deep learning experience required. About the Author Max Pumperla and Kevin Ferguson are experienced deep learning specialists skilled in distributed systems and data science. Together, Max and Kevin built the open source bot BetaGo. Table of Contents PART 1 - FOUNDATIONS Toward deep learning: a machine-learning introduction Go as a machine-learning problem Implementing your first Go bot PART 2 - MACHINE LEARNING AND GAME AI Playing games with tree search Getting started with neural networks Designing a neural network for Go data Learning from data: a deep-learning bot Deploying bots in the wild Learning by practice: reinforcement learning Reinforcement learning with policy gradients Reinforcement learning with value methods Reinforcement learning with actor-critic methods PART 3 - GREATER THAN THE SUM OF ITS PARTS AlphaGo: Bringing it all together AlphaGo Zero: Integrating tree search with reinforcement learning



Machine Learning How Artificial Intelligence Learns Fun Picture Book For K 2 Ai Me Series Big Idea 3


Machine Learning How Artificial Intelligence Learns Fun Picture Book For K 2 Ai Me Series Big Idea 3
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Author : ReadyAI
language : en
Publisher: Ready AI LLC
Release Date : 2020-10-19

Machine Learning How Artificial Intelligence Learns Fun Picture Book For K 2 Ai Me Series Big Idea 3 written by ReadyAI and has been published by Ready AI LLC this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-10-19 with Computers categories.


Is your child interested in sci-fi, robots, or video games? Is your kid fascinated by smart home assistants and the prospect of self-driving cars? Time to turn that enthusiasm into action and engage with the exciting world of artificial intelligence! AI+Me is a series designed to introduce the 5 Big Ideas of Artificial Intelligence to young learners. Students take a deep dive into the Five Big Ideas of AI (Perception, Representation and Reasoning, Learning, Natural Interaction, and Societal Impact). This is the 3rd book in the AI+Me series focused on Learning. The series is recommended for K-2 students. Why should children be educated about AI? Learning AI opens up a world of opportunities. As the fastest growing area of computer science, AI will become the most important change force when our children grow up so it is critical they learn about it early. AI is fun! The field of AI started with scientists making computers learn to play games. AI is an incredibly fun way to introduce kids to programming and pique their interest in advanced topics like deep learning. Lastly, a topic like AI naturally opens up discussions about our humanity. In our curriculum, we dig deep into questions like “does AI positively or negatively impact society?” In doing so we aim to develop critical thinking skills and encourage students to reflect deeply. Benefits of AI education: - Gets children interested in #STEM education - Improves their problem-solving and critical-thinking skills - Builds their understanding of the tech tools that’ll shape their future - Starts important conversations about the future of humanity What are educators saying: “I really love these books. I think they are absolutely beautiful and very visually engaging ways for students to learn about artificial intelligence. I like how they progress through the topic and terms related to artificial intelligence and help students to attach meaning to what they are learning by the different examples and step-by-step ways that students build their understanding through the book.” - Rachelle Dene Poth, Author of In Other Words, Unconventional, The Future is Now, and Chart a New Course. What are parents saying: “My 1st grader loves this book. She already is really interested in computers, but this book got her thinking about how we actually tell emotions. She started using her camera on her computer to record different expressions.” “My son learned ReadyAI courses before. I let his friend read AI+Me big idea 1. Surprisingly, both of them finished reading the book, with a lot of interest! I Will recommend this book for elementary school students.” “I have been looking for fun ways to introduce AI to my kid, and this definitely nailed it.”



The Devil Notebooks


The Devil Notebooks
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Author : Laurence A. Rickels
language : en
Publisher: U of Minnesota Press
Release Date : 2008

The Devil Notebooks written by Laurence A. Rickels and has been published by U of Minnesota Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with Literary Criticism categories.


Milton's Paradise Lost. Goethe's Faust. Aaron Spelling's Satan's School for Girls? Laurence A. Rickels scours the canon and pop culture in this all-encompassing study on the Devil. Continuing the work he began in his influential book The Vampire Lectures, Rickels returns with his trademark wit and encyclopedic knowledge to go mano a mano with the Prince of Darkness himself.