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Learning to Play - Reinforcement Learning and Games (Hardcover, 1st ed. 2020) Loot Price: R2,242
Discovery Miles 22 420
Learning to Play - Reinforcement Learning and Games (Hardcover, 1st ed. 2020): Aske Plaat

Learning to Play - Reinforcement Learning and Games (Hardcover, 1st ed. 2020)

Aske Plaat

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Loot Price R2,242 Discovery Miles 22 420 | Repayment Terms: R210 pm x 12*

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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.

General

Imprint: Springer Nature Switzerland AG
Country of origin: Switzerland
Release date: November 2020
First published: 2020
Authors: Aske Plaat
Dimensions: 235 x 155 x 27mm (L x W x T)
Format: Hardcover
Pages: 330
Edition: 1st ed. 2020
ISBN-13: 978-3-03-059237-0
Categories: Books > Reference & Interdisciplinary > Communication studies > Media studies
Books > Computing & IT > Computer programming > General
Books > Computing & IT > Computer software packages > Computer games
Books > Reference & Interdisciplinary > Interdisciplinary studies > Cultural studies > Popular culture
Books > Computing & IT > Applications of computing > Artificial intelligence > General
LSN: 3-03-059237-5
Barcode: 9783030592370

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