Plaat | Learning to Play | Buch | 978-3-030-59237-0 | sack.de

Buch, Englisch, 330 Seiten, Format (B × H): 160 mm x 241 mm, Gewicht: 682 g

Plaat

Learning to Play

Reinforcement Learning and Games
1. Auflage 2020
ISBN: 978-3-030-59237-0
Verlag: Springer International Publishing

Reinforcement Learning and Games

Buch, Englisch, 330 Seiten, Format (B × H): 160 mm x 241 mm, Gewicht: 682 g

ISBN: 978-3-030-59237-0
Verlag: Springer International Publishing


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.

Plaat Learning to Play jetzt bestellen!

Zielgruppe


Upper undergraduate


Autoren/Hrsg.


Weitere Infos & Material


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.



Ihre Fragen, Wünsche oder Anmerkungen
Vorname*
Nachname*
Ihre E-Mail-Adresse*
Kundennr.
Ihre Nachricht*
Lediglich mit * gekennzeichnete Felder sind Pflichtfelder.
Wenn Sie die im Kontaktformular eingegebenen Daten durch Klick auf den nachfolgenden Button übersenden, erklären Sie sich damit einverstanden, dass wir Ihr Angaben für die Beantwortung Ihrer Anfrage verwenden. Selbstverständlich werden Ihre Daten vertraulich behandelt und nicht an Dritte weitergegeben. Sie können der Verwendung Ihrer Daten jederzeit widersprechen. Das Datenhandling bei Sack Fachmedien erklären wir Ihnen in unserer Datenschutzerklärung.