Buch, Englisch, 464 Seiten, Format (B × H): 183 mm x 260 mm, Gewicht: 1064 g
Reihe: Chapman & Hall/CRC Machine Learning & Pattern Recognition
Buch, Englisch, 464 Seiten, Format (B × H): 183 mm x 260 mm, Gewicht: 1064 g
Reihe: Chapman & Hall/CRC Machine Learning & Pattern Recognition
ISBN: 978-1-032-46214-1
Verlag: Chapman and Hall/CRC
The release of ChatGPT has kicked off an arms race in Machine Learning (ML), however ML has also been described as a black box and very hard to understand. Machine Learning, Animated eases you into basic ML concepts and summarizes the learning process in three words: initialize, adjust and repeat. This is illustrated step by step with animation to show how machines learn: from initial parameter values to adjusting each step, to the final converged parameters and predictions.
This book teaches readers to create their own neural networks with dense and convolutional layers, and use them to make binary and multi-category classifications. Readers will learn how to build deep learning game strategies and combine this with reinforcement learning, witnessing AI achieve super-human performance in Atari games such as Breakout, Space Invaders, Seaquest and Beam Rider.
Written in a clear and concise style, illustrated with animations and images, this book is particularly appealing to readers with no background in computer science, mathematics or statistics.
Access the book's repository at: https://github.com/markhliu/MLA
Zielgruppe
Academic, Adult education, and General
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Daten / Datenbanken
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Algorithmen & Datenstrukturen
- Mathematik | Informatik EDV | Informatik Informatik Künstliche Intelligenz Maschinelles Lernen
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Spiele-Programmierung, Rendering, Animation
Weitere Infos & Material
List of Figures
Preface
Section I Installing Python and Learning Animations
1. Installing Anaconda and Jupyter Notebook
2. Creating Animations
Section II Machine Learning Basics
3. Machine Learning: An Overview
4. Gradient Descent - Where the Magic Happens
5. Introduction to Neural Networks
6. Activation Functions
Section III Binary and Multi-Category Classifications
7. Binary Classifications
8. Convolutional Neural Networks
9. Multi-Category Image Classifications
Section IV Developing Deep Learning Game Strategies
10. Deep Learning Game Strategies
11. Deep Learning in the Cart Pole Game
12. Deep Learning in Multi-Player Games
13. Deep Learning in Connect Four
Section V Reinforcement Learning
14. Introduction to Reinforcement Learning
15. Q-Learning with Continuous States
16. Solving Real-World Problems with Machine Learning
Section VI Deep Reinforcement Learning
17. Deep Q-Learning
18. Policy-Based Deep Reinforcement Learning
19. The Policy Gradient Method in Breakout
20. Double Deep Q-Learning
21. Space Invaders with Double Deep Q-Learning
22. Scaling Up Double Deep Q-Learning
Bibliography