A Learning Program for the Game of 'Go-Moku'

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Publisher :
ISBN 13 :
Total Pages : 118 pages
Book Rating : 4.:/5 (259 download)

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Book Synopsis A Learning Program for the Game of 'Go-Moku' by : Dong-Ming Wang

Download or read book A Learning Program for the Game of 'Go-Moku' written by Dong-Ming Wang and published by . This book was released on 1986 with total page 118 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Go and Go-Moku

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Publisher : Courier Corporation
ISBN 13 : 048614304X
Total Pages : 258 pages
Book Rating : 4.4/5 (861 download)

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Book Synopsis Go and Go-Moku by : Edward Lasker

Download or read book Go and Go-Moku written by Edward Lasker and published by Courier Corporation. This book was released on 2012-09-11 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: Best introduction in English to a great Japanese game. Detailed instructions provide valuable information on basic patterns, strategy, tactics, analyzed games. Used as text by generations of Americans, Japanese. 72 diagrams.

Gomoku

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ISBN 13 :
Total Pages : 68 pages
Book Rating : 4.:/5 (227 download)

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Book Synopsis Gomoku by : Richard H. Case

Download or read book Gomoku written by Richard H. Case and published by . This book was released on 1971 with total page 68 pages. Available in PDF, EPUB and Kindle. Book excerpt: The GOMOKU game playing system was designed to provide a challenge to students taking an introductory course in programming. The challenge is to write a program in their newly learned BASIC language which will make a move in a Japanese game called GOMOKU. It is felt that the experience gained by the student in designing and debugging a program in this atmosphere is better for teaching purposes than assigned programming tasks. The student plays his program against another program whose level of difficulty can be controlled by the student. Thus the task is not bounded by a single opponent nor discouraging because of lack of success at any level. (Author).

Learning to Look

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ISBN 13 :
Total Pages : 110 pages
Book Rating : 4.F/5 ( download)

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Book Synopsis Learning to Look by : Walter Chromiak

Download or read book Learning to Look written by Walter Chromiak and published by . This book was released on 1985 with total page 110 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Current Topics in Cybernetics and Systems

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Publisher : Springer Science & Business Media
ISBN 13 : 3642931049
Total Pages : 403 pages
Book Rating : 4.6/5 (429 download)

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Book Synopsis Current Topics in Cybernetics and Systems by : J. Rose

Download or read book Current Topics in Cybernetics and Systems written by J. Rose and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 403 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a record of the contents of the papers accepted by the Congress Committee for presentation at the Fourth International Congress of Cybernetics and Systems (Amsterdam, The Netherlands, 21-25 August 1978). Two hundred and forty-five papers from authors from thirty-three countries of all the five continents are included. The papers are presented in an abridged form in order to highlight the main themes and produce a book that is both readable and relatively inexpensive. It was felt that after the publication of the weighty and rather costly form of the Proceedings of the Third International Congress of Cybernetics and Systems held in Bucharest, Romania in 1975 (Modern Trends in Cybernetics and Systems, eds. Rose and Bilciu, W. O. G. S. c. and Springer-Verlag, 1977; 3 volumes about 3500 pages; $150), an abridged but comprehen sive version would be more acceptable to readers. It is worth noting that the full names and addresses of authors are given for each paper, and requests to authors for more information and even full-scale papers would produce a positive response. As a matter of interest, each paper carries, in addition, brief summaries. The papers are arranged in each section or symposium in the alphabetical order of authors' names; this is not necessarily the order of presentation at the Congress.

Research in Education

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Publisher :
ISBN 13 :
Total Pages : 872 pages
Book Rating : 4.U/5 (183 download)

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Book Synopsis Research in Education by :

Download or read book Research in Education written by and published by . This book was released on 1972 with total page 872 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Machines that Learn to Play Games

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Publisher : Nova Publishers
ISBN 13 : 9781590330210
Total Pages : 318 pages
Book Rating : 4.3/5 (32 download)

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Book Synopsis Machines that Learn to Play Games by : Johannes Fürnkranz

Download or read book Machines that Learn to Play Games written by Johannes Fürnkranz and published by Nova Publishers. This book was released on 2001 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: The mind-set that has dominated the history of computer game playing relies on straightforward exploitation of the available computing power. The fact that a machine can explore millions of variations sooner than the sluggish human can wink an eye has inspired hopes that the mystery of intelligence can be cracked, or at least side-stepped, by sheer force. Decades of the steadily growing strength of computer programs have attested to the soundness of this approach. It is clear that deeper understanding can cut the amount of necessary calculations by orders of magnitude. The papers collected in this volume describe how to instill learning skills in game playing machines. The reader is asked to keep in mind that this is not just about games -- the possibility that the discussed techniques will be used in control systems and in decision support always looms in the background.

Deep Reinforcement Learning

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Publisher : Springer Nature
ISBN 13 : 9811540950
Total Pages : 526 pages
Book Rating : 4.8/5 (115 download)

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Book Synopsis Deep Reinforcement Learning by : Hao Dong

Download or read book Deep Reinforcement Learning written by Hao Dong and published by Springer Nature. This book was released on 2020-06-29 with total page 526 pages. Available in PDF, EPUB and Kindle. Book excerpt: Deep reinforcement learning (DRL) is the combination of reinforcement learning (RL) and deep learning. It has been able to solve a wide range of complex decision-making tasks that were previously out of reach for a machine, and famously contributed to the success of AlphaGo. Furthermore, it opens up numerous new applications in domains such as healthcare, robotics, smart grids and finance. Divided into three main parts, this book provides a comprehensive and self-contained introduction to DRL. The first part introduces the foundations of deep learning, reinforcement learning (RL) and widely used deep RL methods and discusses their implementation. The second part covers selected DRL research topics, which are useful for those wanting to specialize in DRL research. To help readers gain a deep understanding of DRL and quickly apply the techniques in practice, the third part presents mass applications, such as the intelligent transportation system and learning to run, with detailed explanations. The book is intended for computer science students, both undergraduate and postgraduate, who would like to learn DRL from scratch, practice its implementation, and explore the research topics. It also appeals to engineers and practitioners who do not have strong machine learning background, but want to quickly understand how DRL works and use the techniques in their applications.

Artificial Neural Networks, 2

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Publisher : Elsevier
ISBN 13 : 148329806X
Total Pages : 879 pages
Book Rating : 4.4/5 (832 download)

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Book Synopsis Artificial Neural Networks, 2 by : I. Aleksander

Download or read book Artificial Neural Networks, 2 written by I. Aleksander and published by Elsevier. This book was released on 2014-06-28 with total page 879 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume proceedings compilation is a selection of research papers presented at the ICANN-92. The scope of the volumes is interdisciplinary, ranging from the minutiae of VLSI hardware, to new discoveries in neurobiology, through to the workings of the human mind. USA and European research is well represented, including not only new thoughts from old masters but also a large number of first-time authors who are ensuring the continued development of the field.

Encyclopedia of Computer Science and Technology

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Publisher : CRC Press
ISBN 13 : 9780824722586
Total Pages : 520 pages
Book Rating : 4.7/5 (225 download)

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Book Synopsis Encyclopedia of Computer Science and Technology by : Jack Belzer

Download or read book Encyclopedia of Computer Science and Technology written by Jack Belzer and published by CRC Press. This book was released on 1977-09-01 with total page 520 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This comprehensive reference work provides immediate, fingertip access to state-of-the-art technology in nearly 700 self-contained articles written by over 900 international authorities. Each article in the Encyclopedia features current developments and trends in computers, software, vendors, and applications...extensive bibliographies of leading figures in the field, such as Samuel Alexander, John von Neumann, and Norbert Wiener...and in-depth analysis of future directions."

Acquisition of Strategies in the Game of Gomoku as a Function of Opponent's Play

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Publisher :
ISBN 13 :
Total Pages : 182 pages
Book Rating : 4.:/5 (218 download)

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Book Synopsis Acquisition of Strategies in the Game of Gomoku as a Function of Opponent's Play by : Larry Philip Mentz

Download or read book Acquisition of Strategies in the Game of Gomoku as a Function of Opponent's Play written by Larry Philip Mentz and published by . This book was released on 1975 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt:

PRICAI 2018: Trends in Artificial Intelligence

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Publisher : Springer
ISBN 13 : 331997310X
Total Pages : 551 pages
Book Rating : 4.3/5 (199 download)

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Book Synopsis PRICAI 2018: Trends in Artificial Intelligence by : Xin Geng

Download or read book PRICAI 2018: Trends in Artificial Intelligence written by Xin Geng and published by Springer. This book was released on 2018-07-30 with total page 551 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set, LNAI 11012 and 11013, constitutes the thoroughly refereed proceedings of the 15th Pacific Rim Conference on Artificial Intelligence, PRICAI 2018, held in Nanjing, China, in August 2018. The 82 full papers and 58 short papers presented in these volumes were carefully reviewed and selected from 382 submissions. PRICAI covers a wide range of topics such as AI theories, technologies and their applications in the areas of social and economic importance for countries in the Pacific Rim.

Deep Learning and the Game of Go

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Publisher : Simon and Schuster
ISBN 13 : 1638354014
Total Pages : 611 pages
Book Rating : 4.6/5 (383 download)

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Book Synopsis Deep Learning and the Game of Go by : Kevin Ferguson

Download or read book Deep Learning and the Game of Go written by Kevin Ferguson and published by Simon and Schuster. This book was released on 2019-01-06 with total page 611 pages. Available in PDF, EPUB and Kindle. Book excerpt: Summary Deep Learning and the Game of Go teaches you how to apply the power of deep learning to complex reasoning tasks by building a Go-playing AI. After exposing you to the foundations of machine and deep learning, you'll use Python to build a bot and then teach it the rules of the game. Foreword by Thore Graepel, DeepMind Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Technology The ancient strategy game of Go is an incredible case study for AI. In 2016, a deep learning-based system shocked the Go world by defeating a world champion. Shortly after that, the upgraded AlphaGo Zero crushed the original bot by using deep reinforcement learning to master the game. Now, you can learn those same deep learning techniques by building your own Go bot! About the Book Deep Learning and the Game of Go introduces deep learning by teaching you to build a Go-winning bot. As you progress, you'll apply increasingly complex training techniques and strategies using the Python deep learning library Keras. You'll enjoy watching your bot master the game of Go, and along the way, you'll discover how to apply your new deep learning skills to a wide range of other scenarios! What's inside Build and teach a self-improving game AI Enhance classical game AI systems with deep learning Implement neural networks for deep learning About the Reader All you need are basic Python skills and high school-level math. No deep learning experience required. About the Author Max Pumperla and Kevin Ferguson are experienced deep learning specialists skilled in distributed systems and data science. Together, Max and Kevin built the open source bot BetaGo. Table of Contents PART 1 - FOUNDATIONS Toward deep learning: a machine-learning introduction Go as a machine-learning problem Implementing your first Go bot PART 2 - MACHINE LEARNING AND GAME AI Playing games with tree search Getting started with neural networks Designing a neural network for Go data Learning from data: a deep-learning bot Deploying bots in the wild Learning by practice: reinforcement learning Reinforcement learning with policy gradients Reinforcement learning with value methods Reinforcement learning with actor-critic methods PART 3 - GREATER THAN THE SUM OF ITS PARTS AlphaGo: Bringing it all together AlphaGo Zero: Integrating tree search with reinforcement learning

Resources in Education

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Publisher :
ISBN 13 :
Total Pages : 774 pages
Book Rating : 4.0/5 ( download)

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Book Synopsis Resources in Education by :

Download or read book Resources in Education written by and published by . This book was released on 1972-10 with total page 774 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Computer Games I

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Publisher : Springer Science & Business Media
ISBN 13 : 1461387167
Total Pages : 460 pages
Book Rating : 4.4/5 (613 download)

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Book Synopsis Computer Games I by : David N.L. Levy

Download or read book Computer Games I written by David N.L. Levy and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 460 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer Games I is the first volume in a two part compendium of papers covering the most important material available on the development of computer strategy games. These selections range from discussions of mathematical analyses of games, to more qualitative concerns of whether a computer game should follow human thought processes rather than a "brute force" approach, to papers which will benefit readers trying to program their own games. Contributions include selections from the major players in the development of computer games: Claude Shannon whose work still forms the foundation of most contemporary chess programs, Edward O. Thorpe whose invention of the card counting method caused Las Vegas casinos to change their blackjack rules, and Hans Berliner whose work has been fundamental to the development of backgammon and chess games.

How to Play Go: A Beginners to Expert Guide to Learn The Game of Go

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Publisher : CRB Publishing
ISBN 13 : 8827537023
Total Pages : pages
Book Rating : 4.8/5 (275 download)

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Book Synopsis How to Play Go: A Beginners to Expert Guide to Learn The Game of Go by : Tim Ander

Download or read book How to Play Go: A Beginners to Expert Guide to Learn The Game of Go written by Tim Ander and published by CRB Publishing. This book was released on 2017-12-18 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover the Fascinating Eastern Game That’s Lasted for Millennia! What is Go? Go is a deceptively simple two-player game, played on square boards of various sizes. According to legend, the Chinese Emperor Yau invented this game to teach his son concentration, balance, and discipline. Over time, this game spread to Japan – and across the globe. For over four millennia, war leaders and sages have consulted this game to learn strategy, wisdom, and mental mastery. Inside How to Play Go, you’ll discover everything you need to know to play this ancient game. You’ll learn all the basics of capturing territory and pieces (including self-capture), handling dead stones, and mastering the endgame. This book explains the scoring system of Go – and how to grow from a beginner player to true mastery. How to Play Go explains advanced Go concepts like the Ko Rule, Eyes, and Dead/Live Groups. You’ll discover Atari, Handicaps, Komi, Cutting, and much more! Immerse yourself in a vast array of Go strategies: Territory Capturing The Ladder and the Net Good/Bad Shapes Ponnuki The Mouth Connections, Stretching, and Diagonals One-Point and Two-Point Jumps The Knight Move and the Large Knight Move With this information, you can master this mystical game and increase your mental power!

Theoretical Approaches to Non-Numerical Problem Solving

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Publisher : Springer Science & Business Media
ISBN 13 : 364299976X
Total Pages : 477 pages
Book Rating : 4.6/5 (429 download)

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Book Synopsis Theoretical Approaches to Non-Numerical Problem Solving by : R. B. Banerji

Download or read book Theoretical Approaches to Non-Numerical Problem Solving written by R. B. Banerji and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 477 pages. Available in PDF, EPUB and Kindle. Book excerpt: Advances in computer technology have pointed out the next important area of computer applications: solution of non-numerical problems. It is hardly necessary to emphasize the importance of these kind of problems. First of all most of the decisions one has to make in real-life situations are non-numerical in the first instance and can be represented as numerical problems only as approximations which are often only partially valid. Second, to use the computer to its full potential it should be employed as a logical machine, capable of deduction, and not just as a numerical calculating machine. Thus the computer would extend man's capability for logical reasoning and not just for his capability to do fast and accurate calculation. It is not a new area; indeed non-numerical problems are central in fields such as artificial intelligence, heuristic programming, pattern recognition, classification and information-processing (and retrival) etc. However, it is fair to assess that progress in the area has not been quite as expected. One of the reasons was a lack of conceptual and theoretical framework in which to investigate different classes of non-numerical problems to improve understanding of various types of problems and methods for their solutions and furthermore to enable the methods which have been proven as effective in one situation to be used in another situation with appropriately similar structure.