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Reinforcement Learning In Commercial Computer Games
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Book Synopsis Hands-On Reinforcement Learning for Games by : Micheal Lanham
Download or read book Hands-On Reinforcement Learning for Games written by Micheal Lanham and published by Packt Publishing Ltd. This book was released on 2020-01-03 with total page 420 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Reinforcement Learning by : Marco Wiering
Download or read book Reinforcement Learning written by Marco Wiering and published by Springer Science & Business Media. This book was released on 2012-03-05 with total page 653 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Learning to Play written by Aske Plaat and published by Springer Nature. This book was released on 2020-12-23 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Reinforcement Learning, second edition by : Richard S. Sutton
Download or read book Reinforcement Learning, second edition written by Richard S. Sutton and published by MIT Press. This book was released on 2018-11-13 with total page 549 pages. Available in PDF, EPUB and Kindle. Book excerpt: The significantly expanded and updated new edition of a widely used text on reinforcement learning, one of the most active research areas in artificial intelligence. Reinforcement learning, one of the most active research areas in artificial intelligence, is a computational approach to learning whereby an agent tries to maximize the total amount of reward it receives while interacting with a complex, uncertain environment. In Reinforcement Learning, Richard Sutton and Andrew Barto provide a clear and simple account of the field's key ideas and algorithms. This second edition has been significantly expanded and updated, presenting new topics and updating coverage of other topics. Like the first edition, this second edition focuses on core online learning algorithms, with the more mathematical material set off in shaded boxes. Part I covers as much of reinforcement learning as possible without going beyond the tabular case for which exact solutions can be found. Many algorithms presented in this part are new to the second edition, including UCB, Expected Sarsa, and Double Learning. Part II extends these ideas to function approximation, with new sections on such topics as artificial neural networks and the Fourier basis, and offers expanded treatment of off-policy learning and policy-gradient methods. Part III has new chapters on reinforcement learning's relationships to psychology and neuroscience, as well as an updated case-studies chapter including AlphaGo and AlphaGo Zero, Atari game playing, and IBM Watson's wagering strategy. The final chapter discusses the future societal impacts of reinforcement learning.
Book Synopsis Preference Learning by : Johannes Fürnkranz
Download or read book Preference Learning written by Johannes Fürnkranz and published by Springer Science & Business Media. This book was released on 2010-11-19 with total page 457 pages. Available in PDF, EPUB and Kindle. Book excerpt: The topic of preferences is a new branch of machine learning and data mining, and it has attracted considerable attention in artificial intelligence research in previous years. It involves learning from observations that reveal information about the preferences of an individual or a class of individuals. Representing and processing knowledge in terms of preferences is appealing as it allows one to specify desires in a declarative way, to combine qualitative and quantitative modes of reasoning, and to deal with inconsistencies and exceptions in a flexible manner. And, generalizing beyond training data, models thus learned may be used for preference prediction. This is the first book dedicated to this topic, and the treatment is comprehensive. The editors first offer a thorough introduction, including a systematic categorization according to learning task and learning technique, along with a unified notation. The first half of the book is organized into parts on label ranking, instance ranking, and object ranking; while the second half is organized into parts on applications of preference learning in multiattribute domains, information retrieval, and recommender systems. The book will be of interest to researchers and practitioners in artificial intelligence, in particular machine learning and data mining, and in fields such as multicriteria decision-making and operations research.
Book Synopsis General Video Game Artificial Intelligence by : Diego Pérez Liébana
Download or read book General Video Game Artificial Intelligence written by Diego Pérez Liébana and published by Morgan & Claypool Publishers. This book was released on 2019-10-09 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Encyclopedia of Machine Learning by : Claude Sammut
Download or read book Encyclopedia of Machine Learning written by Claude Sammut and published by Springer Science & Business Media. This book was released on 2011-03-28 with total page 1061 pages. Available in PDF, EPUB and Kindle. Book excerpt: This comprehensive encyclopedia, in A-Z format, provides easy access to relevant information for those seeking entry into any aspect within the broad field of Machine Learning. Most of the entries in this preeminent work include useful literature references.
Book Synopsis Hands-On Deep Learning for Games by : Micheal Lanham
Download or read book Hands-On Deep Learning for Games written by Micheal Lanham and published by Packt Publishing Ltd. This book was released on 2019-03-30 with total page 379 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understand the core concepts of deep learning and deep reinforcement learning by applying them to develop games Key FeaturesApply the power of deep learning to complex reasoning tasks by building a Game AIExploit the most recent developments in machine learning and AI for building smart gamesImplement deep learning models and neural networks with PythonBook Description The number of applications of deep learning and neural networks has multiplied in the last couple of years. Neural nets has enabled significant breakthroughs in everything from computer vision, voice generation, voice recognition and self-driving cars. Game development is also a key area where these techniques are being applied. This book will give an in depth view of the potential of deep learning and neural networks in game development. We will take a look at the foundations of multi-layer perceptron’s to using convolutional and recurrent networks. In applications from GANs that create music or textures to self-driving cars and chatbots. Then we introduce deep reinforcement learning through the multi-armed bandit problem and other OpenAI Gym environments. As we progress through the book we will gain insights about DRL techniques such as Motivated Reinforcement Learning with Curiosity and Curriculum Learning. We also take a closer look at deep reinforcement learning and in particular the Unity ML-Agents toolkit. By the end of the book, we will look at how to apply DRL and the ML-Agents toolkit to enhance, test and automate your games or simulations. Finally, we will cover your possible next steps and possible areas for future learning. What you will learnLearn the foundations of neural networks and deep learning.Use advanced neural network architectures in applications to create music, textures, self driving cars and chatbots. Understand the basics of reinforcement and DRL and how to apply it to solve a variety of problems.Working with Unity ML-Agents toolkit and how to install, setup and run the kit.Understand core concepts of DRL and the differences between discrete and continuous action environments.Use several advanced forms of learning in various scenarios from developing agents to testing games.Who this book is for This books is for game developers who wish to create highly interactive games by leveraging the power of machine and deep learning. No prior knowledge of machine learning, deep learning or neural networks is required this book will teach those concepts from scratch. A good understanding of Python is required.
Author :Pedro Antonio González-Calero Publisher :Springer Science & Business Media ISBN 13 :1441981888 Total Pages :210 pages Book Rating :4.4/5 (419 download)
Book Synopsis Artificial Intelligence for Computer Games by : Pedro Antonio González-Calero
Download or read book Artificial Intelligence for Computer Games written by Pedro Antonio González-Calero and published by Springer Science & Business Media. This book was released on 2011-03-01 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of academic AI techniques into current electronic entertainment games. The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players. Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.
Book Synopsis Computational Intelligence: Foundations And Applications - Proceedings Of The 9th International Flins Conference by : Da Ruan
Download or read book Computational Intelligence: Foundations And Applications - Proceedings Of The 9th International Flins Conference written by Da Ruan and published by World Scientific. This book was released on 2010-07-13 with total page 1189 pages. Available in PDF, EPUB and Kindle. Book excerpt: FLINS, originally an acronym for Fuzzy Logic and Intelligent Technologies in Nuclear Science, is now extended to Computational Intelligence for applied research. The contributions to the ninth in the series of FLINS conferences cover state-of-the-art research, development, and technology for computational intelligence systems — both from foundations and applications points-of-view.
Book Synopsis Machine Learning: ECML 2006 by : Johannes Fürnkranz
Download or read book Machine Learning: ECML 2006 written by Johannes Fürnkranz and published by Springer Science & Business Media. This book was released on 2006-09-19 with total page 873 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 17th European Conference on Machine Learning, ECML 2006, held, jointly with PKDD 2006. The book presents 46 revised full papers and 36 revised short papers together with abstracts of 5 invited talks, carefully reviewed and selected from 564 papers submitted. The papers present a wealth of new results in the area and address all current issues in machine learning.
Book Synopsis Machine Learning for Kids by : Dale Lane
Download or read book Machine Learning for Kids written by Dale Lane and published by No Starch Press. This book was released on 2021-01-19 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: A hands-on, application-based introduction to machine learning and artificial intelligence (AI) that guides young readers through creating compelling AI-powered games and applications using the Scratch programming language. Machine learning (also known as ML) is one of the building blocks of AI, or artificial intelligence. AI is based on the idea that computers can learn on their own, with your help. Machine Learning for Kids will introduce you to machine learning, painlessly. With this book and its free, Scratch-based, award-winning companion website, you'll see how easy it is to add machine learning to your own projects. You don't even need to know how to code! As you work through the book you'll discover how machine learning systems can be taught to recognize text, images, numbers, and sounds, and how to train your models to improve their accuracy. You'll turn your models into fun computer games and apps, and see what happens when they get confused by bad data. You'll build 13 projects step-by-step from the ground up, including: • Rock, Paper, Scissors game that recognizes your hand shapes • An app that recommends movies based on other movies that you like • A computer character that reacts to insults and compliments • An interactive virtual assistant (like Siri or Alexa) that obeys commands • An AI version of Pac-Man, with a smart character that knows how to avoid ghosts NOTE: This book includes a Scratch tutorial for beginners, and step-by-step instructions for every project. Ages 12+
Book Synopsis Reinforcement Learning for Cyber-Physical Systems by : Chong Li
Download or read book Reinforcement Learning for Cyber-Physical Systems written by Chong Li and published by CRC Press. This book was released on 2019-02-22 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: Reinforcement Learning for Cyber-Physical Systems: with Cybersecurity Case Studies was inspired by recent developments in the fields of reinforcement learning (RL) and cyber-physical systems (CPSs). Rooted in behavioral psychology, RL is one of the primary strands of machine learning. Different from other machine learning algorithms, such as supervised learning and unsupervised learning, the key feature of RL is its unique learning paradigm, i.e., trial-and-error. Combined with the deep neural networks, deep RL become so powerful that many complicated systems can be automatically managed by AI agents at a superhuman level. On the other hand, CPSs are envisioned to revolutionize our society in the near future. Such examples include the emerging smart buildings, intelligent transportation, and electric grids. However, the conventional hand-programming controller in CPSs could neither handle the increasing complexity of the system, nor automatically adapt itself to new situations that it has never encountered before. The problem of how to apply the existing deep RL algorithms, or develop new RL algorithms to enable the real-time adaptive CPSs, remains open. This book aims to establish a linkage between the two domains by systematically introducing RL foundations and algorithms, each supported by one or a few state-of-the-art CPS examples to help readers understand the intuition and usefulness of RL techniques. Features Introduces reinforcement learning, including advanced topics in RL Applies reinforcement learning to cyber-physical systems and cybersecurity Contains state-of-the-art examples and exercises in each chapter Provides two cybersecurity case studies Reinforcement Learning for Cyber-Physical Systems with Cybersecurity Case Studies is an ideal text for graduate students or junior/senior undergraduates in the fields of science, engineering, computer science, or applied mathematics. It would also prove useful to researchers and engineers interested in cybersecurity, RL, and CPS. The only background knowledge required to appreciate the book is a basic knowledge of calculus and probability theory.
Book Synopsis Automated Machine Learning for Business by : Kai R. Larsen
Download or read book Automated Machine Learning for Business written by Kai R. Larsen and published by Oxford University Press. This book was released on 2021 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book teaches the full process of how to conduct machine learning in an organizational setting. It develops the problem-solving mind-set needed for machine learning and takes the reader through several exercises using an automated machine learning tool. To build experience with machine learning, the book provides access to the industry-leading AutoML tool, DataRobot, and provides several data sets designed to build deep hands-on knowledge of machinelearning.
Book Synopsis Biologically Inspired Artificial Intelligence for Computer Games by : Charles, Darryl
Download or read book Biologically Inspired Artificial Intelligence for Computer Games written by Charles, Darryl and published by IGI Global. This book was released on 2007-11-30 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book examines modern artificial intelligence to display how it may be applied to computer games. It spans the divide that exists between the academic research community working with advanced artificial intelligence and the games programming community which must create and release new and interesting games, creating an invaluable collection supporting both technological research and the gaming industry"--Provided by publisher.
Book Synopsis Artificial Intelligence and Games by : Georgios N. Yannakakis
Download or read book Artificial Intelligence and Games written by Georgios N. Yannakakis and published by Springer. This book was released on 2018-02-17 with total page 350 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Multi-Agent Machine Learning by : H. M. Schwartz
Download or read book Multi-Agent Machine Learning written by H. M. Schwartz and published by John Wiley & Sons. This book was released on 2014-08-26 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book begins with a chapter on traditional methods of supervised learning, covering recursive least squares learning, mean square error methods, and stochastic approximation. Chapter 2 covers single agent reinforcement learning. Topics include learning value functions, Markov games, and TD learning with eligibility traces. Chapter 3 discusses two player games including two player matrix games with both pure and mixed strategies. Numerous algorithms and examples are presented. Chapter 4 covers learning in multi-player games, stochastic games, and Markov games, focusing on learning multi-player grid games—two player grid games, Q-learning, and Nash Q-learning. Chapter 5 discusses differential games, including multi player differential games, actor critique structure, adaptive fuzzy control and fuzzy interference systems, the evader pursuit game, and the defending a territory games. Chapter 6 discusses new ideas on learning within robotic swarms and the innovative idea of the evolution of personality traits. • Framework for understanding a variety of methods and approaches in multi-agent machine learning. • Discusses methods of reinforcement learning such as a number of forms of multi-agent Q-learning • Applicable to research professors and graduate students studying electrical and computer engineering, computer science, and mechanical and aerospace engineering