Learning to Play (Record no. 175435)
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000 -LEADER | |
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fixed length control field | 03538nam a22005295i 4500 |
001 - CONTROL NUMBER | |
control field | 978-3-030-59238-7 |
003 - CONTROL NUMBER IDENTIFIER | |
control field | DE-He213 |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20240423125216.0 |
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION | |
fixed length control field | cr nn 008mamaa |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 201121s2020 sz | s |||| 0|eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 9783030592387 |
-- | 978-3-030-59238-7 |
024 7# - OTHER STANDARD IDENTIFIER | |
Standard number or code | 10.1007/978-3-030-59238-7 |
Source of number or code | doi |
050 #4 - LIBRARY OF CONGRESS CALL NUMBER | |
Classification number | Q334-342 |
050 #4 - LIBRARY OF CONGRESS CALL NUMBER | |
Classification number | TA347.A78 |
072 #7 - SUBJECT CATEGORY CODE | |
Subject category code | UYQ |
Source | bicssc |
072 #7 - SUBJECT CATEGORY CODE | |
Subject category code | COM004000 |
Source | bisacsh |
072 #7 - SUBJECT CATEGORY CODE | |
Subject category code | UYQ |
Source | thema |
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER | |
Classification number | 006.3 |
Edition number | 23 |
100 1# - MAIN ENTRY--PERSONAL NAME | |
Personal name | Plaat, Aske. |
Relator term | author. |
Relator code | aut |
-- | http://id.loc.gov/vocabulary/relators/aut |
245 10 - TITLE STATEMENT | |
Title | Learning to Play |
Medium | [electronic resource] : |
Remainder of title | Reinforcement Learning and Games / |
Statement of responsibility, etc | by Aske Plaat. |
250 ## - EDITION STATEMENT | |
Edition statement | 1st ed. 2020. |
264 #1 - | |
-- | Cham : |
-- | Springer International Publishing : |
-- | Imprint: Springer, |
-- | 2020. |
300 ## - PHYSICAL DESCRIPTION | |
Extent | XIII, 330 p. 111 illus., 72 illus. in color. |
Other physical details | online resource. |
336 ## - | |
-- | text |
-- | txt |
-- | rdacontent |
337 ## - | |
-- | computer |
-- | c |
-- | rdamedia |
338 ## - | |
-- | online resource |
-- | cr |
-- | rdacarrier |
347 ## - | |
-- | text file |
-- | |
-- | rda |
505 0# - FORMATTED CONTENTS NOTE | |
Formatted contents note | Introduction -- Intelligence and Games -- Reinforcement Learning -- Heuristic Planning -- Adaptive Sampling -- Function Approximation -- Self-Play -- Conclusion -- App. A, Deep Reinforcement Learning Environments -- App. B, Running Python -- App. C, Tutorial for the Game of Go -- App. D, AlphaGo Technical Details -- References -- List of Figures -- List of Tables -- List of Algorithms -- Index. |
520 ## - SUMMARY, ETC. | |
Summary, etc | 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. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Artificial intelligence. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Computer games |
General subdivision | Programming. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Games. |
650 14 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Artificial Intelligence. |
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Game Development. |
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name as entry element | Games Studies. |
710 2# - ADDED ENTRY--CORPORATE NAME | |
Corporate name or jurisdiction name as entry element | SpringerLink (Online service) |
773 0# - HOST ITEM ENTRY | |
Title | Springer Nature eBook |
776 08 - ADDITIONAL PHYSICAL FORM ENTRY | |
Display text | Printed edition: |
International Standard Book Number | 9783030592370 |
776 08 - ADDITIONAL PHYSICAL FORM ENTRY | |
Display text | Printed edition: |
International Standard Book Number | 9783030592394 |
776 08 - ADDITIONAL PHYSICAL FORM ENTRY | |
Display text | Printed edition: |
International Standard Book Number | 9783030592400 |
856 40 - ELECTRONIC LOCATION AND ACCESS | |
Uniform Resource Identifier | <a href="https://doi.org/10.1007/978-3-030-59238-7">https://doi.org/10.1007/978-3-030-59238-7</a> |
912 ## - | |
-- | ZDB-2-SCS |
912 ## - | |
-- | ZDB-2-SXCS |
942 ## - ADDED ENTRY ELEMENTS (KOHA) | |
Koha item type | eBooks-CSE-Springer |
No items available.