Author: Jacek Mandziuk
Publisher: Springer Science & Business Media
ISBN: 3642116779
Category : Computers
Languages : en
Pages : 259
Book Description
The book is focused on the developments and prospective challenging problems in the area of mind game playing (i.e. playing games that require mental skills) using Computational Intelligence (CI) methods, mainly neural networks, genetic/evolutionary programming and reinforcement learning. The majority of discussed game playing ideas were selected based on their functional similarity to human game playing. These similarities include: learning from scratch, autonomous experience-based improvement and example-based learning. The above features determine the major distinction between CI and traditional AI methods relying mostly on using effective game tree search algorithms, carefully tuned hand-crafted evaluation functions or hardware-based brute-force methods. On the other hand, it should be noted that the aim of this book is by no means to underestimate the achievements of traditional AI methods in game playing domain. On the contrary, the accomplishments of AI approaches are undisputable and speak for themselves. The goal is rather to express my belief that other alternative ways of developing mind game playing machines are possible and urgently needed.
Knowledge-Free and Learning-Based Methods in Intelligent Game Playing
Author: Jacek Mandziuk
Publisher: Springer Science & Business Media
ISBN: 3642116779
Category : Computers
Languages : en
Pages : 259
Book Description
The book is focused on the developments and prospective challenging problems in the area of mind game playing (i.e. playing games that require mental skills) using Computational Intelligence (CI) methods, mainly neural networks, genetic/evolutionary programming and reinforcement learning. The majority of discussed game playing ideas were selected based on their functional similarity to human game playing. These similarities include: learning from scratch, autonomous experience-based improvement and example-based learning. The above features determine the major distinction between CI and traditional AI methods relying mostly on using effective game tree search algorithms, carefully tuned hand-crafted evaluation functions or hardware-based brute-force methods. On the other hand, it should be noted that the aim of this book is by no means to underestimate the achievements of traditional AI methods in game playing domain. On the contrary, the accomplishments of AI approaches are undisputable and speak for themselves. The goal is rather to express my belief that other alternative ways of developing mind game playing machines are possible and urgently needed.
Publisher: Springer Science & Business Media
ISBN: 3642116779
Category : Computers
Languages : en
Pages : 259
Book Description
The book is focused on the developments and prospective challenging problems in the area of mind game playing (i.e. playing games that require mental skills) using Computational Intelligence (CI) methods, mainly neural networks, genetic/evolutionary programming and reinforcement learning. The majority of discussed game playing ideas were selected based on their functional similarity to human game playing. These similarities include: learning from scratch, autonomous experience-based improvement and example-based learning. The above features determine the major distinction between CI and traditional AI methods relying mostly on using effective game tree search algorithms, carefully tuned hand-crafted evaluation functions or hardware-based brute-force methods. On the other hand, it should be noted that the aim of this book is by no means to underestimate the achievements of traditional AI methods in game playing domain. On the contrary, the accomplishments of AI approaches are undisputable and speak for themselves. The goal is rather to express my belief that other alternative ways of developing mind game playing machines are possible and urgently needed.
Knowledge-Free and Learning-Based Methods in Intelligent Game Playing
Author: Jacek Mandziuk
Publisher:
ISBN: 9783642117794
Category :
Languages : en
Pages : 274
Book Description
Publisher:
ISBN: 9783642117794
Category :
Languages : en
Pages : 274
Book Description
Reinforcement Learning
Author: Marco Wiering
Publisher: Springer Science & Business Media
ISBN: 3642276458
Category : Technology & Engineering
Languages : en
Pages : 653
Book Description
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.
Publisher: Springer Science & Business Media
ISBN: 3642276458
Category : Technology & Engineering
Languages : en
Pages : 653
Book Description
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.
General Video Game Artificial Intelligence
Author: Diego Pérez Liébana
Publisher: Morgan & Claypool Publishers
ISBN: 1681736454
Category : Computers
Languages : en
Pages : 193
Book Description
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.
Publisher: Morgan & Claypool Publishers
ISBN: 1681736454
Category : Computers
Languages : en
Pages : 193
Book Description
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.
Artificial Intelligence and Games
Author: Georgios N. Yannakakis
Publisher: Springer
ISBN: 3319635190
Category : Computers
Languages : en
Pages : 350
Book Description
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Publisher: Springer
ISBN: 3319635190
Category : Computers
Languages : en
Pages : 350
Book Description
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Hands-On Reinforcement Learning for Games
Author: Micheal Lanham
Publisher: Packt Publishing Ltd
ISBN: 1839216778
Category : Computers
Languages : en
Pages : 420
Book Description
Explore reinforcement learning (RL) techniques to build cutting-edge games using Python libraries such as PyTorch, OpenAI Gym, and TensorFlow Key FeaturesGet to grips with the different reinforcement and DRL algorithms for game developmentLearn how to implement components such as artificial agents, map and level generation, and audio generationGain insights into cutting-edge RL research and understand how it is similar to artificial general researchBook Description With the increased presence of AI in the gaming industry, developers are challenged to create highly responsive and adaptive games by integrating artificial intelligence into their projects. This book is your guide to learning how various reinforcement learning techniques and algorithms play an important role in game development with Python. Starting with the basics, this book will help you build a strong foundation in reinforcement learning for game development. Each chapter will assist you in implementing different reinforcement learning techniques, such as Markov decision processes (MDPs), Q-learning, actor-critic methods, SARSA, and deterministic policy gradient algorithms, to build logical self-learning agents. Learning these techniques will enhance your game development skills and add a variety of features to improve your game agent’s productivity. As you advance, you’ll understand how deep reinforcement learning (DRL) techniques can be used to devise strategies to help agents learn from their actions and build engaging games. By the end of this book, you’ll be ready to apply reinforcement learning techniques to build a variety of projects and contribute to open source applications. What you will learnUnderstand how deep learning can be integrated into an RL agentExplore basic to advanced algorithms commonly used in game developmentBuild agents that can learn and solve problems in all types of environmentsTrain a Deep Q-Network (DQN) agent to solve the CartPole balancing problemDevelop game AI agents by understanding the mechanism behind complex AIIntegrate all the concepts learned into new projects or gaming agentsWho this book is for If you’re a game developer looking to implement AI techniques to build next-generation games from scratch, this book is for you. Machine learning and deep learning practitioners, and RL researchers who want to understand how to use self-learning agents in the game domain will also find this book useful. Knowledge of game development and Python programming experience are required.
Publisher: Packt Publishing Ltd
ISBN: 1839216778
Category : Computers
Languages : en
Pages : 420
Book Description
Explore reinforcement learning (RL) techniques to build cutting-edge games using Python libraries such as PyTorch, OpenAI Gym, and TensorFlow Key FeaturesGet to grips with the different reinforcement and DRL algorithms for game developmentLearn how to implement components such as artificial agents, map and level generation, and audio generationGain insights into cutting-edge RL research and understand how it is similar to artificial general researchBook Description With the increased presence of AI in the gaming industry, developers are challenged to create highly responsive and adaptive games by integrating artificial intelligence into their projects. This book is your guide to learning how various reinforcement learning techniques and algorithms play an important role in game development with Python. Starting with the basics, this book will help you build a strong foundation in reinforcement learning for game development. Each chapter will assist you in implementing different reinforcement learning techniques, such as Markov decision processes (MDPs), Q-learning, actor-critic methods, SARSA, and deterministic policy gradient algorithms, to build logical self-learning agents. Learning these techniques will enhance your game development skills and add a variety of features to improve your game agent’s productivity. As you advance, you’ll understand how deep reinforcement learning (DRL) techniques can be used to devise strategies to help agents learn from their actions and build engaging games. By the end of this book, you’ll be ready to apply reinforcement learning techniques to build a variety of projects and contribute to open source applications. What you will learnUnderstand how deep learning can be integrated into an RL agentExplore basic to advanced algorithms commonly used in game developmentBuild agents that can learn and solve problems in all types of environmentsTrain a Deep Q-Network (DQN) agent to solve the CartPole balancing problemDevelop game AI agents by understanding the mechanism behind complex AIIntegrate all the concepts learned into new projects or gaming agentsWho this book is for If you’re a game developer looking to implement AI techniques to build next-generation games from scratch, this book is for you. Machine learning and deep learning practitioners, and RL researchers who want to understand how to use self-learning agents in the game domain will also find this book useful. Knowledge of game development and Python programming experience are required.
Frontiers of Engineering
Author: National Academy of Engineering
Publisher: National Academies Press
ISBN: 0309103398
Category : Computers
Languages : en
Pages : 202
Book Description
This volume includes 15 papers from the National Academy of Engineering's 2006 U.S. Frontiers of Engineering (USFOE) Symposium held in September 2006. USFOE meetings bring together 100 outstanding engineers (ages 30 to 45) to exchange information about leading-edge technologies in a range of engineering fields. The 2006 symposium covered four topic areas: intelligent software systems and machines, the nano/bio interface, engineering personal mobility for the 21st century, and supply chain management. A paper by dinner speaker Dr. W. Dale Compton, Lillian M. Gilbreth Distinguished Professor of Industrial Engineering, Emeritus, is also included. The papers describe leading-edge research on commercializing auditory neuroscience, future developments in bionanotechnology, sustainable urban transportation, and managing disruptions to supply chains, among other topics. Appendixes include information about contributors, the symposium program, and a list of meeting participants. This is the twelfth volume in the USFOE series.
Publisher: National Academies Press
ISBN: 0309103398
Category : Computers
Languages : en
Pages : 202
Book Description
This volume includes 15 papers from the National Academy of Engineering's 2006 U.S. Frontiers of Engineering (USFOE) Symposium held in September 2006. USFOE meetings bring together 100 outstanding engineers (ages 30 to 45) to exchange information about leading-edge technologies in a range of engineering fields. The 2006 symposium covered four topic areas: intelligent software systems and machines, the nano/bio interface, engineering personal mobility for the 21st century, and supply chain management. A paper by dinner speaker Dr. W. Dale Compton, Lillian M. Gilbreth Distinguished Professor of Industrial Engineering, Emeritus, is also included. The papers describe leading-edge research on commercializing auditory neuroscience, future developments in bionanotechnology, sustainable urban transportation, and managing disruptions to supply chains, among other topics. Appendixes include information about contributors, the symposium program, and a list of meeting participants. This is the twelfth volume in the USFOE series.
Search in Artificial Intelligence
Author: Leveen Kanal
Publisher: Springer Science & Business Media
ISBN: 1461387884
Category : Computers
Languages : en
Pages : 491
Book Description
Search is an important component of problem solving in artificial intelligence (AI) and, more generally, in computer science, engineering and operations research. Combinatorial optimization, decision analysis, game playing, learning, planning, pattern recognition, robotics and theorem proving are some of the areas in which search algbrithms playa key role. Less than a decade ago the conventional wisdom in artificial intelligence was that the best search algorithms had already been invented and the likelihood of finding new results in this area was very small. Since then many new insights and results have been obtained. For example, new algorithms for state space, AND/OR graph, and game tree search were discovered. Articles on new theoretical developments and experimental results on backtracking, heuristic search and constraint propaga tion were published. The relationships among various search and combinatorial algorithms in AI, Operations Research, and other fields were clarified. This volume brings together some of this recent work in a manner designed to be accessible to students and professionals interested in these new insights and developments.
Publisher: Springer Science & Business Media
ISBN: 1461387884
Category : Computers
Languages : en
Pages : 491
Book Description
Search is an important component of problem solving in artificial intelligence (AI) and, more generally, in computer science, engineering and operations research. Combinatorial optimization, decision analysis, game playing, learning, planning, pattern recognition, robotics and theorem proving are some of the areas in which search algbrithms playa key role. Less than a decade ago the conventional wisdom in artificial intelligence was that the best search algorithms had already been invented and the likelihood of finding new results in this area was very small. Since then many new insights and results have been obtained. For example, new algorithms for state space, AND/OR graph, and game tree search were discovered. Articles on new theoretical developments and experimental results on backtracking, heuristic search and constraint propaga tion were published. The relationships among various search and combinatorial algorithms in AI, Operations Research, and other fields were clarified. This volume brings together some of this recent work in a manner designed to be accessible to students and professionals interested in these new insights and developments.
Mathematics for Machine Learning
Author: Marc Peter Deisenroth
Publisher: Cambridge University Press
ISBN: 1108569323
Category : Computers
Languages : en
Pages : 392
Book Description
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.
Publisher: Cambridge University Press
ISBN: 1108569323
Category : Computers
Languages : en
Pages : 392
Book Description
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.
Lifelong Machine Learning, Second Edition
Author: Zhiyuan Sun
Publisher: Springer Nature
ISBN: 3031015819
Category : Computers
Languages : en
Pages : 187
Book Description
Lifelong Machine Learning, Second Edition is an introduction to an advanced machine learning paradigm that continuously learns by accumulating past knowledge that it then uses in future learning and problem solving. In contrast, the current dominant machine learning paradigm learns in isolation: given a training dataset, it runs a machine learning algorithm on the dataset to produce a model that is then used in its intended application. It makes no attempt to retain the learned knowledge and use it in subsequent learning. Unlike this isolated system, humans learn effectively with only a few examples precisely because our learning is very knowledge-driven: the knowledge learned in the past helps us learn new things with little data or effort. Lifelong learning aims to emulate this capability, because without it, an AI system cannot be considered truly intelligent. Research in lifelong learning has developed significantly in the relatively short time since the first edition of this book was published. The purpose of this second edition is to expand the definition of lifelong learning, update the content of several chapters, and add a new chapter about continual learning in deep neural networks—which has been actively researched over the past two or three years. A few chapters have also been reorganized to make each of them more coherent for the reader. Moreover, the authors want to propose a unified framework for the research area. Currently, there are several research topics in machine learning that are closely related to lifelong learning—most notably, multi-task learning, transfer learning, and meta-learning—because they also employ the idea of knowledge sharing and transfer. This book brings all these topics under one roof and discusses their similarities and differences. Its goal is to introduce this emerging machine learning paradigm and present a comprehensive survey and review of the important research results and latest ideas in the area. This book is thus suitable for students, researchers, and practitioners who are interested in machine learning, data mining, natural language processing, or pattern recognition. Lecturers can readily use the book for courses in any of these related fields.
Publisher: Springer Nature
ISBN: 3031015819
Category : Computers
Languages : en
Pages : 187
Book Description
Lifelong Machine Learning, Second Edition is an introduction to an advanced machine learning paradigm that continuously learns by accumulating past knowledge that it then uses in future learning and problem solving. In contrast, the current dominant machine learning paradigm learns in isolation: given a training dataset, it runs a machine learning algorithm on the dataset to produce a model that is then used in its intended application. It makes no attempt to retain the learned knowledge and use it in subsequent learning. Unlike this isolated system, humans learn effectively with only a few examples precisely because our learning is very knowledge-driven: the knowledge learned in the past helps us learn new things with little data or effort. Lifelong learning aims to emulate this capability, because without it, an AI system cannot be considered truly intelligent. Research in lifelong learning has developed significantly in the relatively short time since the first edition of this book was published. The purpose of this second edition is to expand the definition of lifelong learning, update the content of several chapters, and add a new chapter about continual learning in deep neural networks—which has been actively researched over the past two or three years. A few chapters have also been reorganized to make each of them more coherent for the reader. Moreover, the authors want to propose a unified framework for the research area. Currently, there are several research topics in machine learning that are closely related to lifelong learning—most notably, multi-task learning, transfer learning, and meta-learning—because they also employ the idea of knowledge sharing and transfer. This book brings all these topics under one roof and discusses their similarities and differences. Its goal is to introduce this emerging machine learning paradigm and present a comprehensive survey and review of the important research results and latest ideas in the area. This book is thus suitable for students, researchers, and practitioners who are interested in machine learning, data mining, natural language processing, or pattern recognition. Lecturers can readily use the book for courses in any of these related fields.