Deep Learning and the Game of Go

Deep Learning and the Game of Go

Author: Kevin Ferguson

Publisher: Simon and Schuster

Published: 2019-01-06

Total Pages: 611

ISBN-13: 1638354014

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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


Leaf Man

Leaf Man

Author: Lois Ehlert

Publisher: Houghton Mifflin Harcourt

Published: 2005

Total Pages: 44

ISBN-13: 9780152053048

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Fall has come, the wind is gusting, and Leaf Man is on the move. Is he drifting east, over the marsh and ducks and geese? Or is he heading west, above the orchards, prairie meadows, and spotted cows? No one's quite sure, but this much is certain: A Leaf Man's got to go where the wind blows. With illustrations made from actual fall leaves and die-cut pages on every spread that reveal gorgeous landscape vistas, here is a playful, whimsical, and evocative book that celebrates the natural world and the rich imaginative life of children. Includes an author's note and leaf-identifying labels.


Heuristic Programming in Artificial Intelligence

Heuristic Programming in Artificial Intelligence

Author: David N. L. Levy

Publisher: Prentice Hall

Published: 1991

Total Pages: 252

ISBN-13:

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The proceedings of the 2nd Computer Olympiad, a conference conceived as an event to bring together computer programmers and research workers who are interested in programming intelligent games. Topics discussed range from mechanical bridge players to programs for Go, Chinese chess and checkers.


The Future of Exploration

The Future of Exploration

Author: Chris Rainier

Publisher: Simon and Schuster

Published: 2023-10-24

Total Pages: 312

ISBN-13:

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At this very moment, explorers in some of the most remote and dangerous places on earth, from the deepest parts of the ocean, to the highest mountains, and to outer space are enduring unimaginable hardships to expand our knowledge and save what is truly important. Join former National Geographic Executive Vice President and Chief Science Officer Terry Garcia and nature and cultural photographer Chris Rainier, a National Geographic Explorer, on a journey with some of the world’s most renowned and respected explorers, scientists, astronauts, visionaries, thinkers, and authors as they discuss and share their insights about what motivates them, what is left to explore, and why we should care in The Future of Exploration. Exploration is as old as humankind, but there are still surprises that await us. With technology opening doors that once seemed permanently closed, the twenty-first century will be the greatest age of exploration in our history. Accompanied with awe-inspiring photography, each contributor shares their personal achievements and insight into what the future of exploration looks like from their respective fields, the challenges we face, and possible solutions. Whether delving into the terrestrial, oceanic, or cosmic frontiers, embark on a journey into the uncharted future and be inspired yourself to be a part of the future of exploration.


Data Mining and Exploration

Data Mining and Exploration

Author: Chong Ho Alex Yu

Publisher: CRC Press

Published: 2022-10-27

Total Pages: 291

ISBN-13: 100077807X

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This book introduces both conceptual and procedural aspects of cutting-edge data science methods, such as dynamic data visualization, artificial neural networks, ensemble methods, and text mining. There are at least two unique elements that can set the book apart from its rivals. First, most students in social sciences, engineering, and business took at least one class in introductory statistics before learning data science. However, usually these courses do not discuss the similarities and differences between traditional statistics and modern data science; as a result learners are disoriented by this seemingly drastic paradigm shift. In reaction, some traditionalists reject data science altogether while some beginning data analysts employ data mining tools as a “black box”, without a comprehensive view of the foundational differences between traditional and modern methods (e.g., dichotomous thinking vs. pattern recognition, confirmation vs. exploration, single method vs. triangulation, single sample vs. cross-validation etc.). This book delineates the transition between classical methods and data science (e.g. from p value to Log Worth, from resampling to ensemble methods, from content analysis to text mining etc.). Second, this book aims to widen the learner's horizon by covering a plethora of software tools. When a technician has a hammer, every problem seems to be a nail. By the same token, many textbooks focus on a single software package only, and consequently the learner tends to fit the problem with the tool, but not the other way around. To rectify the situation, a competent analyst should be equipped with a tool set, rather than a single tool. For example, when the analyst works with crucial data in a highly regulated industry, such as pharmaceutical and banking, commercial software modules (e.g., SAS) are indispensable. For a mid-size and small company, open-source packages such as Python would come in handy. If the research goal is to create an executive summary quickly, the logical choice is rapid model comparison. If the analyst would like to explore the data by asking what-if questions, then dynamic graphing in JMP Pro is a better option. This book uses concrete examples to explain the pros and cons of various software applications.


What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

Author: James Paul Gee

Publisher: Macmillan

Published: 2014-12-02

Total Pages: 233

ISBN-13: 1466886420

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Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.


An Intuitive Exploration of Artificial Intelligence

An Intuitive Exploration of Artificial Intelligence

Author: Simant Dube

Publisher: Springer Nature

Published: 2021-06-21

Total Pages: 355

ISBN-13: 3030686248

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This book develops a conceptual understanding of Artificial Intelligence (AI), Deep Learning and Machine Learning in the truest sense of the word. It is an earnest endeavor to unravel what is happening at the algorithmic level, to grasp how applications are being built and to show the long adventurous road in the future. An Intuitive Exploration of Artificial Intelligence offers insightful details on how AI works and solves problems in computer vision, natural language understanding, speech understanding, reinforcement learning and synthesis of new content. From the classic problem of recognizing cats and dogs, to building autonomous vehicles, to translating text into another language, to automatically converting speech into text and back to speech, to generating neural art, to playing games, and the author's own experience in building solutions in industry, this book is about explaining how exactly the myriad applications of AI flow out of its immense potential. The book is intended to serve as a textbook for graduate and senior-level undergraduate courses in AI. Moreover, since the book provides a strong geometrical intuition about advanced mathematical foundations of AI, practitioners and researchers will equally benefit from the book.


Computers and Games

Computers and Games

Author: Aske Plaat

Publisher: Springer

Published: 2016-12-09

Total Pages: 245

ISBN-13: 3319509357

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This book constitutes the thoroughly refereed post-conference proceedings of the 9th International Conference on Computers and Games, CG 2016, held in Leiden, The Netherlands,in conjunction with the 19th Computer Olympiad and the 22nd World Computer-Chess Championship. The 20 papers presented were carefully reviewed and selected of 30 submitted papers. The 20 papers cover a wide range of computer games and many different research topics in four main classes which determined the order of publication: Monte Carlo Tree Search (MCTS) and its enhancements (seven papers), concrete games (seven papers), theoretical aspects and complexity (five papers) and cognition model (one paper). The paper Using Partial Tablebases in Breakthrough by Andrew Isaac and Richard Lorentz received the Best Paper Award.