Learning to Play (Record no. 175435)

MARC details
000 -LEADER
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
-- PDF
-- 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.

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