Learning to Play: Reinforcement Learning and Games

Aske Plaat

Informasi Dasar

31 kali
22.21.083
794.81
Buku - Elektronik (E-Book)
Tel-U Gedung Manterawu Lantai 5 : Rak 24
Tel-U Purwokerto : Rak 8

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.

Subjek

ELECTRONIC GAMES
 

Katalog

Learning to Play: Reinforcement Learning and Games
978-3-030-59238-7
335p.: pdf file.; 18,3 MB
English

Sirkulasi

Rp. 0
Rp. 0
Tidak

Pengarang

Aske Plaat
Perorangan
 
 

Penerbit

Springer
New York
2020

Koleksi

Kompetensi

 

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