Author: Mark Liu
Publisher: CRC Press
ISBN: 1040103944
Category : Computers
Languages : en
Pages : 408
Book Description
May 11, 1997, was a watershed moment in the history of artificial intelligence (AI): the IBM supercomputer chess engine, Deep Blue, beat the world Chess champion, Garry Kasparov. It was the first time a machine had triumphed over a human player in a Chess tournament. Fast forward 19 years to May 9, 2016, DeepMind’s AlphaGo beat the world Go champion Lee Sedol. AI again stole the spotlight and generated a media frenzy. This time, a new type of AI algorithm, namely machine learning (ML) was the driving force behind the game strategies. What exactly is ML? How is it related to AI? Why is deep learning (DL) so popular these days? This book explains how traditional rule-based AI and ML work and how they can be implemented in everyday games such as Last Coin Standing, Tic Tac Toe, or Connect Four. Game rules in these three games are easy to implement. As a result, readers will learn rule-based AI, deep reinforcement learning, and more importantly, how to combine the two to create powerful game strategies (the whole is indeed greater than the sum of its parts) without getting bogged down in complicated game rules. Implementing rule-based AI and ML in these straightforward games is quick and not computationally intensive. Consequently, game strategies can be trained in mere minutes or hours without requiring GPU training or supercomputing facilities, showcasing AI's ability to achieve superhuman performance in these games. More importantly, readers will gain a thorough understanding of the principles behind rule-based AI, such as the MiniMax algorithm, alpha-beta pruning, and Monte Carlo Tree Search (MCTS), and how to integrate them with cutting-edge ML techniques like convolutional neural networks and deep reinforcement learning to apply them in their own business fields and tackle real-world challenges. Written with clarity from the ground up, this book appeals to both general readers and industry professionals who seek to learn about rule-based AI and deep reinforcement learning, as well as students and educators in computer science and programming courses.
The Complete Book of Connect 4
Author: James D. Allen
Publisher: Puzzlewright
ISBN: 9781402756214
Category : Connect 4 (Game)
Languages : en
Pages : 0
Book Description
Fun to play on the board or on the computer, Connect 4 has become a staple of the family game room and this is the definitive book on the subject. It tells all about how Connect 4 came to be, offers game-enhancing strategies from a puzzle expert and provides actual examples so solvers can test themselves.
Publisher: Puzzlewright
ISBN: 9781402756214
Category : Connect 4 (Game)
Languages : en
Pages : 0
Book Description
Fun to play on the board or on the computer, Connect 4 has become a staple of the family game room and this is the definitive book on the subject. It tells all about how Connect 4 came to be, offers game-enhancing strategies from a puzzle expert and provides actual examples so solvers can test themselves.
AlphaGo Simplified
Author: Mark Liu
Publisher: CRC Press
ISBN: 1040103944
Category : Computers
Languages : en
Pages : 408
Book Description
May 11, 1997, was a watershed moment in the history of artificial intelligence (AI): the IBM supercomputer chess engine, Deep Blue, beat the world Chess champion, Garry Kasparov. It was the first time a machine had triumphed over a human player in a Chess tournament. Fast forward 19 years to May 9, 2016, DeepMind’s AlphaGo beat the world Go champion Lee Sedol. AI again stole the spotlight and generated a media frenzy. This time, a new type of AI algorithm, namely machine learning (ML) was the driving force behind the game strategies. What exactly is ML? How is it related to AI? Why is deep learning (DL) so popular these days? This book explains how traditional rule-based AI and ML work and how they can be implemented in everyday games such as Last Coin Standing, Tic Tac Toe, or Connect Four. Game rules in these three games are easy to implement. As a result, readers will learn rule-based AI, deep reinforcement learning, and more importantly, how to combine the two to create powerful game strategies (the whole is indeed greater than the sum of its parts) without getting bogged down in complicated game rules. Implementing rule-based AI and ML in these straightforward games is quick and not computationally intensive. Consequently, game strategies can be trained in mere minutes or hours without requiring GPU training or supercomputing facilities, showcasing AI's ability to achieve superhuman performance in these games. More importantly, readers will gain a thorough understanding of the principles behind rule-based AI, such as the MiniMax algorithm, alpha-beta pruning, and Monte Carlo Tree Search (MCTS), and how to integrate them with cutting-edge ML techniques like convolutional neural networks and deep reinforcement learning to apply them in their own business fields and tackle real-world challenges. Written with clarity from the ground up, this book appeals to both general readers and industry professionals who seek to learn about rule-based AI and deep reinforcement learning, as well as students and educators in computer science and programming courses.
Publisher: CRC Press
ISBN: 1040103944
Category : Computers
Languages : en
Pages : 408
Book Description
May 11, 1997, was a watershed moment in the history of artificial intelligence (AI): the IBM supercomputer chess engine, Deep Blue, beat the world Chess champion, Garry Kasparov. It was the first time a machine had triumphed over a human player in a Chess tournament. Fast forward 19 years to May 9, 2016, DeepMind’s AlphaGo beat the world Go champion Lee Sedol. AI again stole the spotlight and generated a media frenzy. This time, a new type of AI algorithm, namely machine learning (ML) was the driving force behind the game strategies. What exactly is ML? How is it related to AI? Why is deep learning (DL) so popular these days? This book explains how traditional rule-based AI and ML work and how they can be implemented in everyday games such as Last Coin Standing, Tic Tac Toe, or Connect Four. Game rules in these three games are easy to implement. As a result, readers will learn rule-based AI, deep reinforcement learning, and more importantly, how to combine the two to create powerful game strategies (the whole is indeed greater than the sum of its parts) without getting bogged down in complicated game rules. Implementing rule-based AI and ML in these straightforward games is quick and not computationally intensive. Consequently, game strategies can be trained in mere minutes or hours without requiring GPU training or supercomputing facilities, showcasing AI's ability to achieve superhuman performance in these games. More importantly, readers will gain a thorough understanding of the principles behind rule-based AI, such as the MiniMax algorithm, alpha-beta pruning, and Monte Carlo Tree Search (MCTS), and how to integrate them with cutting-edge ML techniques like convolutional neural networks and deep reinforcement learning to apply them in their own business fields and tackle real-world challenges. Written with clarity from the ground up, this book appeals to both general readers and industry professionals who seek to learn about rule-based AI and deep reinforcement learning, as well as students and educators in computer science and programming courses.
Computers and Games
Author: H. Jaap van den Herik
Publisher: Springer
ISBN: 3319091654
Category : Computers
Languages : en
Pages : 275
Book Description
This book constitutes the thoroughly refereed post-conference proceedings of the 8th International Conference on Computers and Games, CG 2013, held in Yokohama, Japan, in August 2013, in conjunction with the 17th Computer and Games Tournament and the 20th World Computer-Chess Championship. The 21 papers presented were carefully reviewed and selected for inclusion in this book. They cover a wide range of topics which are grouped into five classes: Monte Carlo Tree Search and its enhancements; solving and searching; analysis of game characteristic; new approaches; and serious games.
Publisher: Springer
ISBN: 3319091654
Category : Computers
Languages : en
Pages : 275
Book Description
This book constitutes the thoroughly refereed post-conference proceedings of the 8th International Conference on Computers and Games, CG 2013, held in Yokohama, Japan, in August 2013, in conjunction with the 17th Computer and Games Tournament and the 20th World Computer-Chess Championship. The 21 papers presented were carefully reviewed and selected for inclusion in this book. They cover a wide range of topics which are grouped into five classes: Monte Carlo Tree Search and its enhancements; solving and searching; analysis of game characteristic; new approaches; and serious games.
Relationships That Work
Author: Adam Saenz
Publisher: Routledge
ISBN: 1317551222
Category : Education
Languages : en
Pages : 144
Book Description
Teaching is an extremely gratifying profession, but it can also be draining if you don’t have fulfilling relationships and the ability to avoid toxic, negative people. This unique book, written by bestselling author and psychologist Adam Sáenz and child/adolescent therapist Jeremy Dew, shows you how to increase job satisfaction and personal fulfilment by connecting with others. You’ll learn about the relationships you can forge with students, colleagues, and parents to foster a healthy and life-changing learning environment, while also avoiding social and personal stress. In particular, you’ll uncover how to: Build bridges to connect with students in a positive manner, making a difference in their lives. Interact with colleagues and parents in productive ways. Examine and evaluate your professional relationships. Build fences to protect yourself from harm or frustration and remain relationally engaged. Manage your emotions effectively, and learn how to express and direct them appropriately in the classroom. Throughout each chapter, you’ll find strategies, reflection questions, and assessment tools to help you apply the book’s concepts. Relationships That Work is an essential read for teachers at all grade levels who want not only to educate but also to guide, nurture, encourage, and form deep, long-lasting bonds.
Publisher: Routledge
ISBN: 1317551222
Category : Education
Languages : en
Pages : 144
Book Description
Teaching is an extremely gratifying profession, but it can also be draining if you don’t have fulfilling relationships and the ability to avoid toxic, negative people. This unique book, written by bestselling author and psychologist Adam Sáenz and child/adolescent therapist Jeremy Dew, shows you how to increase job satisfaction and personal fulfilment by connecting with others. You’ll learn about the relationships you can forge with students, colleagues, and parents to foster a healthy and life-changing learning environment, while also avoiding social and personal stress. In particular, you’ll uncover how to: Build bridges to connect with students in a positive manner, making a difference in their lives. Interact with colleagues and parents in productive ways. Examine and evaluate your professional relationships. Build fences to protect yourself from harm or frustration and remain relationally engaged. Manage your emotions effectively, and learn how to express and direct them appropriately in the classroom. Throughout each chapter, you’ll find strategies, reflection questions, and assessment tools to help you apply the book’s concepts. Relationships That Work is an essential read for teachers at all grade levels who want not only to educate but also to guide, nurture, encourage, and form deep, long-lasting bonds.
Connect4learning
Author: Julie Sarama
Publisher: Connect4learning
ISBN: 9780876596784
Category :
Languages : en
Pages :
Book Description
Publisher: Connect4learning
ISBN: 9780876596784
Category :
Languages : en
Pages :
Book Description
How to Win Games and Beat People
Author: Tom Whipple
Publisher: HarperCollins
ISBN: 0062443720
Category : Games & Activities
Languages : en
Pages : 187
Book Description
Destroy the competition on game night with this seriously funny guide packed with handy strategy, tricks, and tips from the experts Games are way more fun to play when you win—especially when you crush your friends and family! In How to Win Games and Beat People, Times science editor Tom Whipple explores inside tips, strategy, and advice from a ridiculously overqualified array of experts that will help you dominate the competition when playing a wide range of classic games—from Hangman to Risk to Trivial Pursuit and more. A mathematician explains how to approach Connect 4; a racecar driver guides you through the corners in slot car racing; a mime shares trade secrets for performing the best Charades; a Scrabble champion reveals his secret strategies; and a game theorist teaches you to become a real estate magnate, recommending the Monopoly properties to acquire that will bankrupt and embarrass your opponents (sorry, Mom and Dad). Funny, smart, and endlessly useful, this is a must-read for anyone who takes games too seriously, and the bible for sore losers everywhere.
Publisher: HarperCollins
ISBN: 0062443720
Category : Games & Activities
Languages : en
Pages : 187
Book Description
Destroy the competition on game night with this seriously funny guide packed with handy strategy, tricks, and tips from the experts Games are way more fun to play when you win—especially when you crush your friends and family! In How to Win Games and Beat People, Times science editor Tom Whipple explores inside tips, strategy, and advice from a ridiculously overqualified array of experts that will help you dominate the competition when playing a wide range of classic games—from Hangman to Risk to Trivial Pursuit and more. A mathematician explains how to approach Connect 4; a racecar driver guides you through the corners in slot car racing; a mime shares trade secrets for performing the best Charades; a Scrabble champion reveals his secret strategies; and a game theorist teaches you to become a real estate magnate, recommending the Monopoly properties to acquire that will bankrupt and embarrass your opponents (sorry, Mom and Dad). Funny, smart, and endlessly useful, this is a must-read for anyone who takes games too seriously, and the bible for sore losers everywhere.
Author:
Publisher: Delene Kvasnicka
ISBN:
Category :
Languages : en
Pages : 640
Book Description
Publisher: Delene Kvasnicka
ISBN:
Category :
Languages : en
Pages : 640
Book Description
Machine Learning, Animated
Author: Mark Liu
Publisher: CRC Press
ISBN: 1000964779
Category : Computers
Languages : en
Pages : 465
Book Description
The release of ChatGPT has kicked off an arms race in Machine Learning (ML), however ML has also been described as a black box and very hard to understand. Machine Learning, Animated eases you into basic ML concepts and summarizes the learning process in three words: initialize, adjust and repeat. This is illustrated step by step with animation to show how machines learn: from initial parameter values to adjusting each step, to the final converged parameters and predictions. This book teaches readers to create their own neural networks with dense and convolutional layers, and use them to make binary and multi-category classifications. Readers will learn how to build deep learning game strategies and combine this with reinforcement learning, witnessing AI achieve super-human performance in Atari games such as Breakout, Space Invaders, Seaquest and Beam Rider. Written in a clear and concise style, illustrated with animations and images, this book is particularly appealing to readers with no background in computer science, mathematics or statistics. Access the book's repository at: https://github.com/markhliu/MLA
Publisher: CRC Press
ISBN: 1000964779
Category : Computers
Languages : en
Pages : 465
Book Description
The release of ChatGPT has kicked off an arms race in Machine Learning (ML), however ML has also been described as a black box and very hard to understand. Machine Learning, Animated eases you into basic ML concepts and summarizes the learning process in three words: initialize, adjust and repeat. This is illustrated step by step with animation to show how machines learn: from initial parameter values to adjusting each step, to the final converged parameters and predictions. This book teaches readers to create their own neural networks with dense and convolutional layers, and use them to make binary and multi-category classifications. Readers will learn how to build deep learning game strategies and combine this with reinforcement learning, witnessing AI achieve super-human performance in Atari games such as Breakout, Space Invaders, Seaquest and Beam Rider. Written in a clear and concise style, illustrated with animations and images, this book is particularly appealing to readers with no background in computer science, mathematics or statistics. Access the book's repository at: https://github.com/markhliu/MLA
Library of Congress Subject Headings
Author: Library of Congress
Publisher:
ISBN:
Category : Subject headings, Library of Congress
Languages : en
Pages : 1708
Book Description
Publisher:
ISBN:
Category : Subject headings, Library of Congress
Languages : en
Pages : 1708
Book Description
Game Mechanics
Author: Ernest Adams
Publisher: New Riders
ISBN: 0132946688
Category : Computers
Languages : en
Pages : 442
Book Description
This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. "I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design.
Publisher: New Riders
ISBN: 0132946688
Category : Computers
Languages : en
Pages : 442
Book Description
This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. "I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design.