A Learning Program for the Game of 'Go-Moku'
Author | : Dong-Ming Wang |
Publisher | : |
Total Pages | : 118 |
Release | : 1986 |
Genre | : Gomoku |
ISBN | : |
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Author | : Dong-Ming Wang |
Publisher | : |
Total Pages | : 118 |
Release | : 1986 |
Genre | : Gomoku |
ISBN | : |
Author | : Edward Lasker |
Publisher | : Courier Corporation |
Total Pages | : 258 |
Release | : 2012-09-11 |
Genre | : Games & Activities |
ISBN | : 048614304X |
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.
Author | : Richard H. Case |
Publisher | : |
Total Pages | : 68 |
Release | : 1971 |
Genre | : Computer programming |
ISBN | : |
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).
Author | : Walter Chromiak |
Publisher | : |
Total Pages | : 110 |
Release | : 1985 |
Genre | : Gomoku |
ISBN | : |
Author | : J. Rose |
Publisher | : Springer Science & Business Media |
Total Pages | : 403 |
Release | : 2012-12-06 |
Genre | : Science |
ISBN | : 3642931049 |
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.
Author | : Johannes Fürnkranz |
Publisher | : Nova Publishers |
Total Pages | : 318 |
Release | : 2001 |
Genre | : Computers |
ISBN | : 9781590330210 |
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.
Author | : Hao Dong |
Publisher | : Springer Nature |
Total Pages | : 526 |
Release | : 2020-06-29 |
Genre | : Computers |
ISBN | : 9811540950 |
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.
Author | : |
Publisher | : |
Total Pages | : 872 |
Release | : 1972 |
Genre | : Education |
ISBN | : |
Author | : Kevin Ferguson |
Publisher | : Simon and Schuster |
Total Pages | : 611 |
Release | : 2019-01-06 |
Genre | : Computers |
ISBN | : 1638354014 |
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
Author | : Jack Belzer |
Publisher | : CRC Press |
Total Pages | : 520 |
Release | : 1977-09-01 |
Genre | : Computers |
ISBN | : 9780824722586 |
"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."