Author: Fouad Sabry
Publisher: One Billion Knowledgeable
ISBN:
Category : Computers
Languages : en
Pages : 151
Book Description
What Is Computer Go Computer The subfield of artificial intelligence (AI) known as "Go" is focused on the development of a computer program that is able to play the ancient board game "Go." The study of this topic can be broken down into two distinct time periods. Prior to the year 2015, the programs of the era were not very strong. The best artificial intelligences generated in the 1980s and 1990s were only able to be defeated by novice players, while the best AIs produced in the early 2000s were at best of an intermediate level. Even with a handicap of more than ten stones in their advantage, experts are still able to win against sophisticated computer programs. Because there were too many branching options to examine, many of the algorithms, such as alpha-beta minimax, that worked well as artificial intelligences for checkers and chess failed miserably when applied to the 19x19 board used in go. It was impossible to create a human professional quality program with the techniques and hardware available at the time. Some scholars working in the field of artificial intelligence hypothesized that the issue could not be resolved without the development of human-like AI. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Computer Go Chapter 2: Go (game) Chapter 3: Game complexity Chapter 4: Monte Carlo tree search Chapter 5: Google DeepMind Chapter 6: AlphaGo Chapter 7: AlphaGo versus Lee Sedol Chapter 8: AlphaGo Zero Chapter 9: AlphaZero Chapter 10: KataGo (II) Answering the public top questions about computer go. (III) Real world examples for the usage of computer go in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of computer go' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of computer go.
Computer Go
Author: Fouad Sabry
Publisher: One Billion Knowledgeable
ISBN:
Category : Computers
Languages : en
Pages : 151
Book Description
What Is Computer Go Computer The subfield of artificial intelligence (AI) known as "Go" is focused on the development of a computer program that is able to play the ancient board game "Go." The study of this topic can be broken down into two distinct time periods. Prior to the year 2015, the programs of the era were not very strong. The best artificial intelligences generated in the 1980s and 1990s were only able to be defeated by novice players, while the best AIs produced in the early 2000s were at best of an intermediate level. Even with a handicap of more than ten stones in their advantage, experts are still able to win against sophisticated computer programs. Because there were too many branching options to examine, many of the algorithms, such as alpha-beta minimax, that worked well as artificial intelligences for checkers and chess failed miserably when applied to the 19x19 board used in go. It was impossible to create a human professional quality program with the techniques and hardware available at the time. Some scholars working in the field of artificial intelligence hypothesized that the issue could not be resolved without the development of human-like AI. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Computer Go Chapter 2: Go (game) Chapter 3: Game complexity Chapter 4: Monte Carlo tree search Chapter 5: Google DeepMind Chapter 6: AlphaGo Chapter 7: AlphaGo versus Lee Sedol Chapter 8: AlphaGo Zero Chapter 9: AlphaZero Chapter 10: KataGo (II) Answering the public top questions about computer go. (III) Real world examples for the usage of computer go in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of computer go' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of computer go.
Publisher: One Billion Knowledgeable
ISBN:
Category : Computers
Languages : en
Pages : 151
Book Description
What Is Computer Go Computer The subfield of artificial intelligence (AI) known as "Go" is focused on the development of a computer program that is able to play the ancient board game "Go." The study of this topic can be broken down into two distinct time periods. Prior to the year 2015, the programs of the era were not very strong. The best artificial intelligences generated in the 1980s and 1990s were only able to be defeated by novice players, while the best AIs produced in the early 2000s were at best of an intermediate level. Even with a handicap of more than ten stones in their advantage, experts are still able to win against sophisticated computer programs. Because there were too many branching options to examine, many of the algorithms, such as alpha-beta minimax, that worked well as artificial intelligences for checkers and chess failed miserably when applied to the 19x19 board used in go. It was impossible to create a human professional quality program with the techniques and hardware available at the time. Some scholars working in the field of artificial intelligence hypothesized that the issue could not be resolved without the development of human-like AI. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Computer Go Chapter 2: Go (game) Chapter 3: Game complexity Chapter 4: Monte Carlo tree search Chapter 5: Google DeepMind Chapter 6: AlphaGo Chapter 7: AlphaGo versus Lee Sedol Chapter 8: AlphaGo Zero Chapter 9: AlphaZero Chapter 10: KataGo (II) Answering the public top questions about computer go. (III) Real world examples for the usage of computer go in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of computer go' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of computer go.
Computers and Games
Author: Tony Marsland
Publisher: Springer
ISBN: 3540455795
Category : Computers
Languages : en
Pages : 456
Book Description
This book constitutes the thoroughly refereed postproceedings of the Second International Conference on Computers and Games, CG 2001, held in Hamamatsu, Japan in October 2000. The 23 revised full papers presented together with two invited contributions and five reviews were carefully refereed and selected during two rounds of reviewing and improvement. The papers are organized in topical sections on search and strategies, learning and pattern acquisition, theory and complexity issues, and further experiments on game; the reviews presented are on computer language games, computer Go, intelligent agents for computer games, RoboCup, and computer Shogi.
Publisher: Springer
ISBN: 3540455795
Category : Computers
Languages : en
Pages : 456
Book Description
This book constitutes the thoroughly refereed postproceedings of the Second International Conference on Computers and Games, CG 2001, held in Hamamatsu, Japan in October 2000. The 23 revised full papers presented together with two invited contributions and five reviews were carefully refereed and selected during two rounds of reviewing and improvement. The papers are organized in topical sections on search and strategies, learning and pattern acquisition, theory and complexity issues, and further experiments on game; the reviews presented are on computer language games, computer Go, intelligent agents for computer games, RoboCup, and computer Shogi.
Computers and Games
Author: H. Jaap van den Herik
Publisher: Springer Science & Business Media
ISBN: 3642179274
Category : Computers
Languages : en
Pages : 293
Book Description
This book constitutes the refereed proceedings of the 7th International Conference on Computers and Games, CG 2010, held in Kanazawa, Japan, in September 2010. The 24 papers presented were carefully reviewed and selected for inclusion in this book. They cover a wide range of topics such as monte-carlo tree search, proof-number search, UCT algorithm, scalability, parallelization, opening books, knowledge abstraction, solving games, consultation of players, multi-player games, extraversion, and combinatorial game theory. In addition a wide range of computer games is dealt with, such as Chinese Checkers, Chinese Chess, Connect6, Go, Havannah, Lines of Action, Pckomino, Shogi, Surakarta, and Yahtzee.
Publisher: Springer Science & Business Media
ISBN: 3642179274
Category : Computers
Languages : en
Pages : 293
Book Description
This book constitutes the refereed proceedings of the 7th International Conference on Computers and Games, CG 2010, held in Kanazawa, Japan, in September 2010. The 24 papers presented were carefully reviewed and selected for inclusion in this book. They cover a wide range of topics such as monte-carlo tree search, proof-number search, UCT algorithm, scalability, parallelization, opening books, knowledge abstraction, solving games, consultation of players, multi-player games, extraversion, and combinatorial game theory. In addition a wide range of computer games is dealt with, such as Chinese Checkers, Chinese Chess, Connect6, Go, Havannah, Lines of Action, Pckomino, Shogi, Surakarta, and Yahtzee.
Computers and Games
Author: Cameron Browne
Publisher: Springer Nature
ISBN: 3031340175
Category : Computers
Languages : en
Pages : 196
Book Description
This book constitutes the refereed proceedings of the International Conference on Computers and Games, CG 2022, held virtually, during November 22–24, 2022. The 15 full papers included in this book were carefully reviewed and selected from 23 submissions. They were organized in topical sections as follows: classic games, multi-player and multi-action games, solving games, measuring games, decision making in games and puzzles.
Publisher: Springer Nature
ISBN: 3031340175
Category : Computers
Languages : en
Pages : 196
Book Description
This book constitutes the refereed proceedings of the International Conference on Computers and Games, CG 2022, held virtually, during November 22–24, 2022. The 15 full papers included in this book were carefully reviewed and selected from 23 submissions. They were organized in topical sections as follows: classic games, multi-player and multi-action games, solving games, measuring games, decision making in games and puzzles.
Artificial Unintelligence
Author: Meredith Broussard
Publisher: MIT Press
ISBN: 026253701X
Category : Computers
Languages : en
Pages : 247
Book Description
A guide to understanding the inner workings and outer limits of technology and why we should never assume that computers always get it right. In Artificial Unintelligence, Meredith Broussard argues that our collective enthusiasm for applying computer technology to every aspect of life has resulted in a tremendous amount of poorly designed systems. We are so eager to do everything digitally—hiring, driving, paying bills, even choosing romantic partners—that we have stopped demanding that our technology actually work. Broussard, a software developer and journalist, reminds us that there are fundamental limits to what we can (and should) do with technology. With this book, she offers a guide to understanding the inner workings and outer limits of technology—and issues a warning that we should never assume that computers always get things right. Making a case against technochauvinism—the belief that technology is always the solution—Broussard argues that it's just not true that social problems would inevitably retreat before a digitally enabled Utopia. To prove her point, she undertakes a series of adventures in computer programming. She goes for an alarming ride in a driverless car, concluding “the cyborg future is not coming any time soon”; uses artificial intelligence to investigate why students can't pass standardized tests; deploys machine learning to predict which passengers survived the Titanic disaster; and attempts to repair the U.S. campaign finance system by building AI software. If we understand the limits of what we can do with technology, Broussard tells us, we can make better choices about what we should do with it to make the world better for everyone.
Publisher: MIT Press
ISBN: 026253701X
Category : Computers
Languages : en
Pages : 247
Book Description
A guide to understanding the inner workings and outer limits of technology and why we should never assume that computers always get it right. In Artificial Unintelligence, Meredith Broussard argues that our collective enthusiasm for applying computer technology to every aspect of life has resulted in a tremendous amount of poorly designed systems. We are so eager to do everything digitally—hiring, driving, paying bills, even choosing romantic partners—that we have stopped demanding that our technology actually work. Broussard, a software developer and journalist, reminds us that there are fundamental limits to what we can (and should) do with technology. With this book, she offers a guide to understanding the inner workings and outer limits of technology—and issues a warning that we should never assume that computers always get things right. Making a case against technochauvinism—the belief that technology is always the solution—Broussard argues that it's just not true that social problems would inevitably retreat before a digitally enabled Utopia. To prove her point, she undertakes a series of adventures in computer programming. She goes for an alarming ride in a driverless car, concluding “the cyborg future is not coming any time soon”; uses artificial intelligence to investigate why students can't pass standardized tests; deploys machine learning to predict which passengers survived the Titanic disaster; and attempts to repair the U.S. campaign finance system by building AI software. If we understand the limits of what we can do with technology, Broussard tells us, we can make better choices about what we should do with it to make the world better for everyone.
Go! All in One
Author: Shelley Gaskin
Publisher: Prentice Hall
ISBN: 9780133427295
Category : Application software
Languages : en
Pages : 0
Book Description
Intended primarily for courses in computer concepts and office applications, this text also provides practical content to current and aspiring industry professionals. This book teaches computer concepts and applications together. It engages readers right away by using a jobs-focused approach that integrates computer concepts and applications into practical combinations of concepts and skills in the context of a job. With this approach, readers learn how to work in the real world where they will solve problems using computer concepts and skills related to the Internet, Microsoft Office 2013 applications, collaboration, social media, and cloud computing.
Publisher: Prentice Hall
ISBN: 9780133427295
Category : Application software
Languages : en
Pages : 0
Book Description
Intended primarily for courses in computer concepts and office applications, this text also provides practical content to current and aspiring industry professionals. This book teaches computer concepts and applications together. It engages readers right away by using a jobs-focused approach that integrates computer concepts and applications into practical combinations of concepts and skills in the context of a job. With this approach, readers learn how to work in the real world where they will solve problems using computer concepts and skills related to the Internet, Microsoft Office 2013 applications, collaboration, social media, and cloud computing.
Internet of Things
Author: Yongheng Wang
Publisher: Springer
ISBN: 3642324274
Category : Computers
Languages : en
Pages : 690
Book Description
This book constitutes the refereed proceedings of the International Workshop on Internet of Things, IOT 2012, held in Changsha, China, during August 17-19. The 95 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on wireless sensor networks; RFID; sensors and equipments; data processing; security; applications and others.
Publisher: Springer
ISBN: 3642324274
Category : Computers
Languages : en
Pages : 690
Book Description
This book constitutes the refereed proceedings of the International Workshop on Internet of Things, IOT 2012, held in Changsha, China, during August 17-19. The 95 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on wireless sensor networks; RFID; sensors and equipments; data processing; security; applications and others.
Maximum PC
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 96
Book Description
Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.
Publisher:
ISBN:
Category :
Languages : en
Pages : 96
Book Description
Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.
Computer Engineering for Babies
Author: Chase Roberts
Publisher:
ISBN: 9781735208701
Category :
Languages : en
Pages : 0
Book Description
An introduction to computer engineering for babies. Learn basic logic gates with hands on examples of buttons and an output LED.
Publisher:
ISBN: 9781735208701
Category :
Languages : en
Pages : 0
Book Description
An introduction to computer engineering for babies. Learn basic logic gates with hands on examples of buttons and an output LED.
GO! All in One
Author: Shelley Gaskin
Publisher: Pearson
ISBN: 9780134505749
Category : Application software
Languages : en
Pages : 0
Book Description
GO! with Office 2016 is the right approach to learning for today's fast-moving, mobile environment. The GO! Series focuses on the job and success skills students need to succeed in the workforce. With GO! All in One, you can teach Computer Concepts and Applications together - the way it is in the real world! Engage your students right away by focusing on jobs and incorporating cloud computing and collaboration in a logical way. And, put concepts into action using a unique, integrated, jobs-focused, unit approach, or take an IC3 approach to help prepare students to take the IC3 exams. By using jobs-related projects, students learn Microsoft Office in the context of a real work environment. With these projects, students learn the how and why at the moment they need to know, and they never get lost because the GO! Series using Microsoft procedural syntax. MyITLab(R) is designed with the learner in mind. It provides access to all of the resources, including the interactive eText with videos, IT Concepts simulations, and quick check quizzes built in, plus the Grader Projects and Simulations for Microsoft applications
Publisher: Pearson
ISBN: 9780134505749
Category : Application software
Languages : en
Pages : 0
Book Description
GO! with Office 2016 is the right approach to learning for today's fast-moving, mobile environment. The GO! Series focuses on the job and success skills students need to succeed in the workforce. With GO! All in One, you can teach Computer Concepts and Applications together - the way it is in the real world! Engage your students right away by focusing on jobs and incorporating cloud computing and collaboration in a logical way. And, put concepts into action using a unique, integrated, jobs-focused, unit approach, or take an IC3 approach to help prepare students to take the IC3 exams. By using jobs-related projects, students learn Microsoft Office in the context of a real work environment. With these projects, students learn the how and why at the moment they need to know, and they never get lost because the GO! Series using Microsoft procedural syntax. MyITLab(R) is designed with the learner in mind. It provides access to all of the resources, including the interactive eText with videos, IT Concepts simulations, and quick check quizzes built in, plus the Grader Projects and Simulations for Microsoft applications