How to Play Go the AI Way!

How to Play Go the AI Way!

Author: Shinji Yamada

Publisher: BoD – Books on Demand

Published: 2020-12-14

Total Pages: 198

ISBN-13: 3940563781

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This book is intended for amateurs in go who would like to learn and employ the modern AI style. The AI style may seem confusing because there are so many tactics far away from traditional thinking. But the study of the new techniques introduced by AI has already lead to their rapid spread and adoption. Today they are applied by pros almost as a matter of course. This book summarizes the findings from the study of AI techniques and explains them in illustrative diagrams. "I wrote this book with a lot of enthusiasm and I hope that this way everybody can profit from the insights of my studies. I am very happy to be able to witness this important turning point towards a new era, in which an AI can defeat humans in the game of go. Engaging with the AI style has given me joy like I have never felt before in go. I hope this kind of joy will be conveyed and passed on through the book." Yamada Shinji


Book Synopsis How to Play Go the AI Way! by : Shinji Yamada

Download or read book How to Play Go the AI Way! written by Shinji Yamada and published by BoD – Books on Demand. This book was released on 2020-12-14 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is intended for amateurs in go who would like to learn and employ the modern AI style. The AI style may seem confusing because there are so many tactics far away from traditional thinking. But the study of the new techniques introduced by AI has already lead to their rapid spread and adoption. Today they are applied by pros almost as a matter of course. This book summarizes the findings from the study of AI techniques and explains them in illustrative diagrams. "I wrote this book with a lot of enthusiasm and I hope that this way everybody can profit from the insights of my studies. I am very happy to be able to witness this important turning point towards a new era, in which an AI can defeat humans in the game of go. Engaging with the AI style has given me joy like I have never felt before in go. I hope this kind of joy will be conveyed and passed on through the book." Yamada Shinji


Deep Learning and the Game of Go

Deep Learning and the Game of Go

Author: Kevin Ferguson

Publisher: Simon and Schuster

Published: 2019-01-06

Total Pages: 611

ISBN-13: 1638354014

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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


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


Playing Smart

Playing Smart

Author: Julian Togelius

Publisher: MIT Press

Published: 2019-01-15

Total Pages: 188

ISBN-13: 0262039036

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A new vision of the future of games and game design, enabled by AI. Can games measure intelligence? How will artificial intelligence inform games of the future? In Playing Smart, Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how. Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM's Deep Blue and DeepMind's AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. Game design is at heart a cognitive science, Togelius reminds us—when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.


Book Synopsis Playing Smart by : Julian Togelius

Download or read book Playing Smart written by Julian Togelius and published by MIT Press. This book was released on 2019-01-15 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: A new vision of the future of games and game design, enabled by AI. Can games measure intelligence? How will artificial intelligence inform games of the future? In Playing Smart, Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how. Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM's Deep Blue and DeepMind's AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. Game design is at heart a cognitive science, Togelius reminds us—when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.


Keep Fit!

Keep Fit!

Author: Masaaki Fukui

Publisher: BoD – Books on Demand

Published: 2021-11-10

Total Pages: 129

ISBN-13: 3940563927

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Some people may think that the 5×5 board is just a reduced version of Go. Fukui Masaaki's little creations show that much of what is complex and profound in Go can be found in the tight confines of the 5×5 board. The problems cover endgame moves, aspects of life and death, attacking and defending, judgments based on calculating territory, the presence or absence of ko threats, and even things pertaining to the realm of middle game fighting. Not only is this book useful for improving your understanding of shapes and techniques, it is also a lot of fun!


Book Synopsis Keep Fit! by : Masaaki Fukui

Download or read book Keep Fit! written by Masaaki Fukui and published by BoD – Books on Demand. This book was released on 2021-11-10 with total page 129 pages. Available in PDF, EPUB and Kindle. Book excerpt: Some people may think that the 5×5 board is just a reduced version of Go. Fukui Masaaki's little creations show that much of what is complex and profound in Go can be found in the tight confines of the 5×5 board. The problems cover endgame moves, aspects of life and death, attacking and defending, judgments based on calculating territory, the presence or absence of ko threats, and even things pertaining to the realm of middle game fighting. Not only is this book useful for improving your understanding of shapes and techniques, it is also a lot of fun!


The First 20 Hours

The First 20 Hours

Author: Josh Kaufman

Publisher: Penguin

Published: 2013-06-13

Total Pages: 288

ISBN-13: 1101623047

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Forget the 10,000 hour rule— what if it’s possible to learn the basics of any new skill in 20 hours or less? Take a moment to consider how many things you want to learn to do. What’s on your list? What’s holding you back from getting started? Are you worried about the time and effort it takes to acquire new skills—time you don’t have and effort you can’t spare? Research suggests it takes 10,000 hours to develop a new skill. In this nonstop world when will you ever find that much time and energy? To make matters worse, the early hours of prac­ticing something new are always the most frustrating. That’s why it’s difficult to learn how to speak a new language, play an instrument, hit a golf ball, or shoot great photos. It’s so much easier to watch TV or surf the web . . . In The First 20 Hours, Josh Kaufman offers a systematic approach to rapid skill acquisition— how to learn any new skill as quickly as possible. His method shows you how to deconstruct com­plex skills, maximize productive practice, and remove common learning barriers. By complet­ing just 20 hours of focused, deliberate practice you’ll go from knowing absolutely nothing to performing noticeably well. Kaufman personally field-tested the meth­ods in this book. You’ll have a front row seat as he develops a personal yoga practice, writes his own web-based computer programs, teaches himself to touch type on a nonstandard key­board, explores the oldest and most complex board game in history, picks up the ukulele, and learns how to windsurf. Here are a few of the sim­ple techniques he teaches: Define your target performance level: Fig­ure out what your desired level of skill looks like, what you’re trying to achieve, and what you’ll be able to do when you’re done. The more specific, the better. Deconstruct the skill: Most of the things we think of as skills are actually bundles of smaller subskills. If you break down the subcompo­nents, it’s easier to figure out which ones are most important and practice those first. Eliminate barriers to practice: Removing common distractions and unnecessary effort makes it much easier to sit down and focus on deliberate practice. Create fast feedback loops: Getting accu­rate, real-time information about how well you’re performing during practice makes it much easier to improve. Whether you want to paint a portrait, launch a start-up, fly an airplane, or juggle flaming chain­saws, The First 20 Hours will help you pick up the basics of any skill in record time . . . and have more fun along the way.


Book Synopsis The First 20 Hours by : Josh Kaufman

Download or read book The First 20 Hours written by Josh Kaufman and published by Penguin. This book was released on 2013-06-13 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: Forget the 10,000 hour rule— what if it’s possible to learn the basics of any new skill in 20 hours or less? Take a moment to consider how many things you want to learn to do. What’s on your list? What’s holding you back from getting started? Are you worried about the time and effort it takes to acquire new skills—time you don’t have and effort you can’t spare? Research suggests it takes 10,000 hours to develop a new skill. In this nonstop world when will you ever find that much time and energy? To make matters worse, the early hours of prac­ticing something new are always the most frustrating. That’s why it’s difficult to learn how to speak a new language, play an instrument, hit a golf ball, or shoot great photos. It’s so much easier to watch TV or surf the web . . . In The First 20 Hours, Josh Kaufman offers a systematic approach to rapid skill acquisition— how to learn any new skill as quickly as possible. His method shows you how to deconstruct com­plex skills, maximize productive practice, and remove common learning barriers. By complet­ing just 20 hours of focused, deliberate practice you’ll go from knowing absolutely nothing to performing noticeably well. Kaufman personally field-tested the meth­ods in this book. You’ll have a front row seat as he develops a personal yoga practice, writes his own web-based computer programs, teaches himself to touch type on a nonstandard key­board, explores the oldest and most complex board game in history, picks up the ukulele, and learns how to windsurf. Here are a few of the sim­ple techniques he teaches: Define your target performance level: Fig­ure out what your desired level of skill looks like, what you’re trying to achieve, and what you’ll be able to do when you’re done. The more specific, the better. Deconstruct the skill: Most of the things we think of as skills are actually bundles of smaller subskills. If you break down the subcompo­nents, it’s easier to figure out which ones are most important and practice those first. Eliminate barriers to practice: Removing common distractions and unnecessary effort makes it much easier to sit down and focus on deliberate practice. Create fast feedback loops: Getting accu­rate, real-time information about how well you’re performing during practice makes it much easier to improve. Whether you want to paint a portrait, launch a start-up, fly an airplane, or juggle flaming chain­saws, The First 20 Hours will help you pick up the basics of any skill in record time . . . and have more fun along the way.


Artificial Intelligence and Games

Artificial Intelligence and Games

Author: Georgios N. Yannakakis

Publisher: Springer

Published: 2018-02-17

Total Pages: 337

ISBN-13: 3319635190

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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 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 337 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.


The AI Way-TB-01

The AI Way-TB-01

Author: Shefali Gokarn

Publisher: Saraswati House Pvt Ltd

Published:

Total Pages: 108

ISBN-13: 9355573839

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The AI Way! series comprises eight books for grades 1 to 8. As the title of the series indicates, the series introduces the learners to Artificial Intelligence. The series makes, the learners learn various concepts of computer science as a subject and has been designed to make learners aware of the areas where they can use/involve artificial intelligence. It makes the learners accomplished to deal with the constraints of the latest digital world. It caters to inquiry-oriented learning and a phenomenonbased approach that enables learners to interact with concepts and challenges from the real environment. Learning is organised as projects and learners develop their understanding and design skills holistically.


Book Synopsis The AI Way-TB-01 by : Shefali Gokarn

Download or read book The AI Way-TB-01 written by Shefali Gokarn and published by Saraswati House Pvt Ltd. This book was released on with total page 108 pages. Available in PDF, EPUB and Kindle. Book excerpt: The AI Way! series comprises eight books for grades 1 to 8. As the title of the series indicates, the series introduces the learners to Artificial Intelligence. The series makes, the learners learn various concepts of computer science as a subject and has been designed to make learners aware of the areas where they can use/involve artificial intelligence. It makes the learners accomplished to deal with the constraints of the latest digital world. It caters to inquiry-oriented learning and a phenomenonbased approach that enables learners to interact with concepts and challenges from the real environment. Learning is organised as projects and learners develop their understanding and design skills holistically.


Behavioural Sports Economics

Behavioural Sports Economics

Author: Hannah Josepha Rachel Altman

Publisher: Routledge

Published: 2021-12-19

Total Pages: 377

ISBN-13: 1000522695

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Economists have entered into the realm of sports to provide what they believe to be more cogent explanations for sport-related behaviour and to suggest ways in which incentives can improve sports outcomes. But prices and income, the traditional workhorses of conventional economics, can only provide partial explanations and understandings. Drawing on a bounded rationality approach to behavioural economics, this book demonstrates the analytical insights to be gained by supplementing the conventional economics toolbox with psychological, cognitive, sociological, and institutional factors. The international cast list of contributors cover a wide range of sports topics on which a behavioural approach can reveal new insights. These include preferences, managerial, efficiency, choking, doping, favouritism, athlete well- being, and spectator behaviour. Throughout the book, there is an emphasis on the cognitive limits to smart decision-making as well as the critical role played by the decision-making environment. This volume demonstrates that adopting a bounded rationality approach, complimented with other behaviouralist approaches, helps to better explain sport-related behavioural, sub-optimal behavioural, and market failures. It also provides insights that could be used to improve sports outcomes and the well-being of those involved in sports and to better configure policy to enhance sports performance. This groundbreaking book will be an indispensable reference to students and scholars of sports economics, sports management, and sports science.


Book Synopsis Behavioural Sports Economics by : Hannah Josepha Rachel Altman

Download or read book Behavioural Sports Economics written by Hannah Josepha Rachel Altman and published by Routledge. This book was released on 2021-12-19 with total page 377 pages. Available in PDF, EPUB and Kindle. Book excerpt: Economists have entered into the realm of sports to provide what they believe to be more cogent explanations for sport-related behaviour and to suggest ways in which incentives can improve sports outcomes. But prices and income, the traditional workhorses of conventional economics, can only provide partial explanations and understandings. Drawing on a bounded rationality approach to behavioural economics, this book demonstrates the analytical insights to be gained by supplementing the conventional economics toolbox with psychological, cognitive, sociological, and institutional factors. The international cast list of contributors cover a wide range of sports topics on which a behavioural approach can reveal new insights. These include preferences, managerial, efficiency, choking, doping, favouritism, athlete well- being, and spectator behaviour. Throughout the book, there is an emphasis on the cognitive limits to smart decision-making as well as the critical role played by the decision-making environment. This volume demonstrates that adopting a bounded rationality approach, complimented with other behaviouralist approaches, helps to better explain sport-related behavioural, sub-optimal behavioural, and market failures. It also provides insights that could be used to improve sports outcomes and the well-being of those involved in sports and to better configure policy to enhance sports performance. This groundbreaking book will be an indispensable reference to students and scholars of sports economics, sports management, and sports science.


Programming Game AI by Example

Programming Game AI by Example

Author: Mat Buckland

Publisher: Jones & Bartlett Learning

Published: 2005

Total Pages: 522

ISBN-13: 9781556220784

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This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.


Book Synopsis Programming Game AI by Example by : Mat Buckland

Download or read book Programming Game AI by Example written by Mat Buckland and published by Jones & Bartlett Learning. This book was released on 2005 with total page 522 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.


Opening Theory Made Easy

Opening Theory Made Easy

Author: Hideo Ōtake

Publisher:

Published: 2002

Total Pages: 170

ISBN-13: 9784906574360

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In this book, Otake presents 20 principles for opening play. You will find a discussion of the fundamentals of the opening and strategy. Almost a third of the book is devoted to the important topic of shape, a subject not well understood by most western go players. Otake explains sophisticated concepts in a simple and accessible way, making the book easy to digest regardless of your playing strength. By applying these principles when you make your strategic decisions, you will improve your game enormously. There are many things about the opening that are a bit difficult, but a little study of opening principles can pay big dividends in your win/loss record The book is divided into three parts: Chapter One: Fuseki Fundamentals Chapter Two: Shape Chapter Three: Strategy


Book Synopsis Opening Theory Made Easy by : Hideo Ōtake

Download or read book Opening Theory Made Easy written by Hideo Ōtake and published by . This book was released on 2002 with total page 170 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, Otake presents 20 principles for opening play. You will find a discussion of the fundamentals of the opening and strategy. Almost a third of the book is devoted to the important topic of shape, a subject not well understood by most western go players. Otake explains sophisticated concepts in a simple and accessible way, making the book easy to digest regardless of your playing strength. By applying these principles when you make your strategic decisions, you will improve your game enormously. There are many things about the opening that are a bit difficult, but a little study of opening principles can pay big dividends in your win/loss record The book is divided into three parts: Chapter One: Fuseki Fundamentals Chapter Two: Shape Chapter Three: Strategy