Language:
English
繁體中文
Help
回圖書館首頁
手機版館藏查詢
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Learning to play = reinforcement lea...
~
Plaat, Aske.
Linked to FindBook
Google Book
Amazon
博客來
Learning to play = reinforcement learning and games /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Learning to play/ by Aske Plaat.
Reminder of title:
reinforcement learning and games /
Author:
Plaat, Aske.
Published:
Cham :Springer International Publishing : : 2020.,
Description:
xiii, 330 p. :ill., digital ;24 cm.
[NT 15003449]:
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.
Contained By:
Springer Nature eBook
Subject:
Reinforcement learning. -
Online resource:
https://doi.org/10.1007/978-3-030-59238-7
ISBN:
9783030592387
Learning to play = reinforcement learning and games /
Plaat, Aske.
Learning to play
reinforcement learning and games /[electronic resource] :by Aske Plaat. - Cham :Springer International Publishing :2020. - xiii, 330 p. :ill., digital ;24 cm.
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.
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.
ISBN: 9783030592387
Standard No.: 10.1007/978-3-030-59238-7doiSubjects--Topical Terms:
1006373
Reinforcement learning.
LC Class. No.: Q325.6 / .P53 2020
Dewey Class. No.: 006.31
Learning to play = reinforcement learning and games /
LDR
:02741nmm a2200325 a 4500
001
2256877
003
DE-He213
005
20201121195207.0
006
m d
007
cr nn 008maaau
008
220420s2020 sz s 0 eng d
020
$a
9783030592387
$q
(electronic bk.)
020
$a
9783030592370
$q
(paper)
024
7
$a
10.1007/978-3-030-59238-7
$2
doi
035
$a
978-3-030-59238-7
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
Q325.6
$b
.P53 2020
072
7
$a
UYQ
$2
bicssc
072
7
$a
COM004000
$2
bisacsh
072
7
$a
UYQ
$2
thema
082
0 4
$a
006.31
$2
23
090
$a
Q325.6
$b
.P696 2020
100
1
$a
Plaat, Aske.
$3
1532118
245
1 0
$a
Learning to play
$h
[electronic resource] :
$b
reinforcement learning and games /
$c
by Aske Plaat.
260
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Springer,
$c
2020.
300
$a
xiii, 330 p. :
$b
ill., digital ;
$c
24 cm.
505
0
$a
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.
520
$a
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.
650
0
$a
Reinforcement learning.
$3
1006373
650
0
$a
Artificial intelligence.
$3
516317
650
0
$a
Computer games.
$3
517352
650
2 4
$a
Game Development.
$3
3166400
650
2 4
$a
Popular Culture.
$3
3201027
650
2 4
$a
Media and Communication.
$3
2187136
710
2
$a
SpringerLink (Online service)
$3
836513
773
0
$t
Springer Nature eBook
856
4 0
$u
https://doi.org/10.1007/978-3-030-59238-7
950
$a
Computer Science (SpringerNature-11645)
based on 0 review(s)
Location:
ALL
電子資源
Year:
Volume Number:
Items
1 records • Pages 1 •
1
Inventory Number
Location Name
Item Class
Material type
Call number
Usage Class
Loan Status
No. of reservations
Opac note
Attachments
W9412512
電子資源
11.線上閱覽_V
電子書
EB Q325.6 .P53 2020
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login