How To Play Go The Ai Way
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Author | : Shinji Yamada |
Publisher | : BoD – Books on Demand |
Total Pages | : 198 |
Release | : 2020-12-14 |
Genre | : Crafts & Hobbies |
ISBN | : 3940563781 |
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
Author | : Masaaki Fukui |
Publisher | : BoD – Books on Demand |
Total Pages | : 129 |
Release | : 2021-11-10 |
Genre | : Crafts & Hobbies |
ISBN | : 3940563927 |
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!
Author | : Seigen Go |
Publisher | : BoD – Books on Demand |
Total Pages | : 210 |
Release | : 2023-06-08 |
Genre | : Crafts & Hobbies |
ISBN | : 3987940077 |
Go Seigen, also known by his Chinese name Wu Qingyuan, is considered by many as the greatest Go player of the 20th century. This book is a brilliant selection of 200 tsumego problems created by Go Seigen over many years. The problems contain amazing tesuji which can be used in actual games. There are three levels of difficulty, and each problem includes a hint, so that even intermediate players can tackle them. The selected problems are of the highest quality and are uniquely creative. The reader will rediscover the subtleties of Go, while exploring the many unexpected sequences found in the problem solutions.
Author | : Jeremy Howard |
Publisher | : O'Reilly Media |
Total Pages | : 624 |
Release | : 2020-06-29 |
Genre | : Computers |
ISBN | : 1492045497 |
Deep learning is often viewed as the exclusive domain of math PhDs and big tech companies. But as this hands-on guide demonstrates, programmers comfortable with Python can achieve impressive results in deep learning with little math background, small amounts of data, and minimal code. How? With fastai, the first library to provide a consistent interface to the most frequently used deep learning applications. Authors Jeremy Howard and Sylvain Gugger, the creators of fastai, show you how to train a model on a wide range of tasks using fastai and PyTorch. You’ll also dive progressively further into deep learning theory to gain a complete understanding of the algorithms behind the scenes. Train models in computer vision, natural language processing, tabular data, and collaborative filtering Learn the latest deep learning techniques that matter most in practice Improve accuracy, speed, and reliability by understanding how deep learning models work Discover how to turn your models into web applications Implement deep learning algorithms from scratch Consider the ethical implications of your work Gain insight from the foreword by PyTorch cofounder, Soumith Chintala
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 | : Mat Buckland |
Publisher | : Jones & Bartlett Learning |
Total Pages | : 522 |
Release | : 2005 |
Genre | : Computers |
ISBN | : 9781556220784 |
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.
Author | : Prateek Joshi |
Publisher | : Packt Publishing Ltd |
Total Pages | : 437 |
Release | : 2017-01-27 |
Genre | : Computers |
ISBN | : 1786469677 |
Build real-world Artificial Intelligence applications with Python to intelligently interact with the world around you About This Book Step into the amazing world of intelligent apps using this comprehensive guide Enter the world of Artificial Intelligence, explore it, and create your own applications Work through simple yet insightful examples that will get you up and running with Artificial Intelligence in no time Who This Book Is For This book is for Python developers who want to build real-world Artificial Intelligence applications. This book is friendly to Python beginners, but being familiar with Python would be useful to play around with the code. It will also be useful for experienced Python programmers who are looking to use Artificial Intelligence techniques in their existing technology stacks. What You Will Learn Realize different classification and regression techniques Understand the concept of clustering and how to use it to automatically segment data See how to build an intelligent recommender system Understand logic programming and how to use it Build automatic speech recognition systems Understand the basics of heuristic search and genetic programming Develop games using Artificial Intelligence Learn how reinforcement learning works Discover how to build intelligent applications centered on images, text, and time series data See how to use deep learning algorithms and build applications based on it In Detail Artificial Intelligence is becoming increasingly relevant in the modern world where everything is driven by technology and data. It is used extensively across many fields such as search engines, image recognition, robotics, finance, and so on. We will explore various real-world scenarios in this book and you'll learn about various algorithms that can be used to build Artificial Intelligence applications. During the course of this book, you will find out how to make informed decisions about what algorithms to use in a given context. Starting from the basics of Artificial Intelligence, you will learn how to develop various building blocks using different data mining techniques. You will see how to implement different algorithms to get the best possible results, and will understand how to apply them to real-world scenarios. If you want to add an intelligence layer to any application that's based on images, text, stock market, or some other form of data, this exciting book on Artificial Intelligence will definitely be your guide! Style and approach This highly practical book will show you how to implement Artificial Intelligence. The book provides multiple examples enabling you to create smart applications to meet the needs of your organization. In every chapter, we explain an algorithm, implement it, and then build a smart application.
Author | : Todd Moore |
Publisher | : "O'Reilly Media, Inc." |
Total Pages | : 275 |
Release | : 2011-12-19 |
Genre | : Computers |
ISBN | : 1449326463 |
Got a great game idea? This complete do-it-yourself guide shows you how to make your game idea a reality for the iPhone and iPad. By developing a real game hands-on through the course of this book, you’ll get a thorough introduction to Xcode and Objective-C, while learning how to implement game logic, sophisticated graphics, game physics, sounds, and computer AI. Author Todd Moore taught himself how to create an iPhone game in a week, with no previous knowledge of Apple’s development tools. Now he develops smartphone games and apps full time. With this book, any coder can turn game ideas into real products, ready for the App Store. Get started by writing a simple game in only 20 lines of code Build a complete air hockey game from scratch Learn best practices for tracking multiple screen touches Use animation loops and create collision functions Get the tools you need to build your own stunning game graphics Apply game physics to give your game a sense of realism Record and edit lifelike sound effects, and create your own background music Design a computer player with different levels of difficulty Featuring an introduction by Steve Wozniak Todd Moore founded TMSOFT to create unique smart phone applications and games. His most popular game title, Card Counter, was featured by Engadget, the Los Angeles Times, and CNET TV. Todd’s most popular application, White Noise, was featured by iTunes, Health Magazine, The Washington Post, PC Magazine, and Late Night with Jimmy Fallon.
Author | : Dan Hendrycks |
Publisher | : Dan Hendrycks |
Total Pages | : 531 |
Release | : |
Genre | : Computers |
ISBN | : |
Author | : Oliver Roeder |
Publisher | : W. W. Norton & Company |
Total Pages | : 326 |
Release | : 2022-01-25 |
Genre | : History |
ISBN | : 1324003782 |
A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.