Reinforcement Learning

Reinforcement Learning

Author: Marco Wiering

Publisher: Springer Science & Business Media

Published: 2012-03-05

Total Pages: 653

ISBN-13: 3642276458

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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.


An Introduction to Deep Reinforcement Learning

An Introduction to Deep Reinforcement Learning

Author: Vincent Francois-Lavet

Publisher: Foundations and Trends (R) in Machine Learning

Published: 2018-12-20

Total Pages: 156

ISBN-13: 9781680835380

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Deep reinforcement learning is the combination of reinforcement learning (RL) and deep learning. This field of research has recently been able to solve a wide range of complex decision-making tasks that were previously out of reach for a machine. Deep RL opens up many new applications in domains such as healthcare, robotics, smart grids, finance, and many more. This book provides the reader with a starting point for understanding the topic. Although written at a research level it provides a comprehensive and accessible introduction to deep reinforcement learning models, algorithms and techniques. Particular focus is on the aspects related to generalization and how deep RL can be used for practical applications. Written by recognized experts, this book is an important introduction to Deep Reinforcement Learning for practitioners, researchers and students alike.


Reinforcement Learning, second edition

Reinforcement Learning, second edition

Author: Richard S. Sutton

Publisher: MIT Press

Published: 2018-11-13

Total Pages: 549

ISBN-13: 0262352702

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The significantly expanded and updated new edition of a widely used text on reinforcement learning, one of the most active research areas in artificial intelligence. Reinforcement learning, one of the most active research areas in artificial intelligence, is a computational approach to learning whereby an agent tries to maximize the total amount of reward it receives while interacting with a complex, uncertain environment. In Reinforcement Learning, Richard Sutton and Andrew Barto provide a clear and simple account of the field's key ideas and algorithms. This second edition has been significantly expanded and updated, presenting new topics and updating coverage of other topics. Like the first edition, this second edition focuses on core online learning algorithms, with the more mathematical material set off in shaded boxes. Part I covers as much of reinforcement learning as possible without going beyond the tabular case for which exact solutions can be found. Many algorithms presented in this part are new to the second edition, including UCB, Expected Sarsa, and Double Learning. Part II extends these ideas to function approximation, with new sections on such topics as artificial neural networks and the Fourier basis, and offers expanded treatment of off-policy learning and policy-gradient methods. Part III has new chapters on reinforcement learning's relationships to psychology and neuroscience, as well as an updated case-studies chapter including AlphaGo and AlphaGo Zero, Atari game playing, and IBM Watson's wagering strategy. The final chapter discusses the future societal impacts of reinforcement learning.


Advanced Machine Learning Approaches in Cancer Prognosis

Advanced Machine Learning Approaches in Cancer Prognosis

Author: Janmenjoy Nayak

Publisher: Springer Nature

Published: 2021-05-29

Total Pages: 461

ISBN-13: 3030719758

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This book introduces a variety of advanced machine learning approaches covering the areas of neural networks, fuzzy logic, and hybrid intelligent systems for the determination and diagnosis of cancer. Moreover, the tactical solutions of machine learning have proved its vast range of significance and, provided novel solutions in the medical field for the diagnosis of disease. This book also explores the distinct deep learning approaches that are capable of yielding more accurate outcomes for the diagnosis of cancer. In addition to providing an overview of the emerging machine and deep learning approaches, it also enlightens an insight on how to evaluate the efficiency and appropriateness of such techniques and analysis of cancer data used in the cancer diagnosis. Therefore, this book focuses on the recent advancements in the machine learning and deep learning approaches used in the diagnosis of different types of cancer along with their research challenges and future directions for the targeted audience including scientists, experts, Ph.D. students, postdocs, and anyone interested in the subjects discussed.


Mathematics for Machine Learning

Mathematics for Machine Learning

Author: Marc Peter Deisenroth

Publisher: Cambridge University Press

Published: 2020-04-23

Total Pages: 392

ISBN-13: 1108569323

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The fundamental mathematical tools needed to understand machine learning include linear algebra, analytic geometry, matrix decompositions, vector calculus, optimization, probability and statistics. These topics are traditionally taught in disparate courses, making it hard for data science or computer science students, or professionals, to efficiently learn the mathematics. This self-contained textbook bridges the gap between mathematical and machine learning texts, introducing the mathematical concepts with a minimum of prerequisites. It uses these concepts to derive four central machine learning methods: linear regression, principal component analysis, Gaussian mixture models and support vector machines. For students and others with a mathematical background, these derivations provide a starting point to machine learning texts. For those learning the mathematics for the first time, the methods help build intuition and practical experience with applying mathematical concepts. Every chapter includes worked examples and exercises to test understanding. Programming tutorials are offered on the book's web site.


Self-Organization and Associative Memory

Self-Organization and Associative Memory

Author: Teuvo Kohonen

Publisher: Springer

Published: 2012-12-06

Total Pages: 325

ISBN-13: 3662007843

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Two significant things have happened since the writing of the first edition in 1983. One of them is recent arousal of strong interest in general aspects of "neural computing", or "neural networks", as the previous neural models are nowadays called. The incentive, of course, has been to develop new com puters. Especially it may have been felt that the so-called fifth-generation computers, based on conventional logic programming, do not yet contain in formation processing principles of the same type as those encountered in the brain. All new ideas for the "neural computers" are, of course, welcome. On the other hand, it is not very easy to see what kind of restrictions there exist to their implementation. In order to approach this problem systematically, cer tain lines of thought, disciplines, and criteria should be followed. It is the pur pose of the added Chapter 9 to reflect upon such problems from a general point of view. Another important thing is a boom of new hardware technologies for dis tributed associative memories, especially high-density semiconductor circuits, and optical materials and components. The era is very close when the parallel processors can be made all-optical. Several working associative memory archi tectures, based solely on optical technologies, have been constructed in recent years. For this reason it was felt necessary to include a separate chapter (Chap. 10) which deals with the optical associative memories. Part of its con tents is taken over from the first edition.


Deep Reinforcement Learning

Deep Reinforcement Learning

Author: Mohit Sewak

Publisher: Springer

Published: 2019-06-27

Total Pages: 215

ISBN-13: 9811382859

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This book starts by presenting the basics of reinforcement learning using highly intuitive and easy-to-understand examples and applications, and then introduces the cutting-edge research advances that make reinforcement learning capable of out-performing most state-of-art systems, and even humans in a number of applications. The book not only equips readers with an understanding of multiple advanced and innovative algorithms, but also prepares them to implement systems such as those created by Google Deep Mind in actual code. This book is intended for readers who want to both understand and apply advanced concepts in a field that combines the best of two worlds – deep learning and reinforcement learning – to tap the potential of ‘advanced artificial intelligence’ for creating real-world applications and game-winning algorithms.


Predicting Human Decision-Making

Predicting Human Decision-Making

Author: Ariel Rosenfeld

Publisher: Morgan & Claypool Publishers

Published: 2018-01-22

Total Pages: 152

ISBN-13: 1681732750

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Human decision-making often transcends our formal models of "rationality." Designing intelligent agents that interact proficiently with people necessitates the modeling of human behavior and the prediction of their decisions. In this book, we explore the task of automatically predicting human decision-making and its use in designing intelligent human-aware automated computer systems of varying natures—from purely conflicting interaction settings (e.g., security and games) to fully cooperative interaction settings (e.g., autonomous driving and personal robotic assistants). We explore the techniques, algorithms, and empirical methodologies for meeting the challenges that arise from the above tasks and illustrate major benefits from the use of these computational solutions in real-world application domains such as security, negotiations, argumentative interactions, voting systems, autonomous driving, and games. The book presents both the traditional and classical methods as well as the most recent and cutting edge advances, providing the reader with a panorama of the challenges and solutions in predicting human decision-making.


General Video Game Artificial Intelligence

General Video Game Artificial Intelligence

Author: Diego Pérez Liébana

Publisher: Morgan & Claypool Publishers

Published: 2019-10-09

Total Pages: 193

ISBN-13: 1681736454

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Research on general video game playing aims at designing agents or content generators that can perform well in multiple video games, possibly without knowing the game in advance and with little to no specific domain knowledge. The general video game AI framework and competition propose a challenge in which researchers can test their favorite AI methods with a potentially infinite number of games created using the Video Game Description Language. The open-source framework has been used since 2014 for running a challenge. Competitors around the globe submit their best approaches that aim to generalize well across games. Additionally, the framework has been used in AI modules by many higher-education institutions as assignments, or as proposed projects for final year (undergraduate and Master's) students and Ph.D. candidates. The present book, written by the developers and organizers of the framework, presents the most interesting highlights of the research performed by the authors during these years in this domain. It showcases work on methods to play the games, generators of content, and video game optimization. It also outlines potential further work in an area that offers multiple research directions for the future.