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کتابخوان حرفه‌ایلذت مطالعه
نویسندهالهام‌گیری

Knowledge-Free and Learning-Based Methods in Intelligent Game Playing (Studies in Computational Intelligence (276))

Jacek Mańdziuk (auth.)

قیمت نهایی

۴۴٬۰۰۰ تومان۴۹٬۰۰۰ تومان۱۰٪ تخفیف
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نسخه اصلی و اورجینال

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تحویل فوری
پرداخت امن
ضمانت فایل
پشتیبانی

مشخصات کتاب

سال انتشار
۲۰۱۰
فرمت
PDF
زبان
انگلیسی
حجم فایل
۳٫۲ مگابایت

دربارهٔ کتاب

The book is focused on the developments and prospective challenging problems in the area of mind game playing (i.e. playing games that require mental skills) using Computational Intelligence (CI) methods, mainly neural networks, genetic/evolutionary programming and reinforcement learning. The majority of discussed game playing ideas were selected based on their functional similarity to human game playing. These similarities include: learning from scratch, autonomous experience-based improvement and example-based learning. The above features determine the major distinction between CI and traditional AI methods relying mostly on using effective game tree search algorithms, carefully tuned hand-crafted evaluation functions or hardware-based brute-force methods. On the other hand, it should be noted that the aim of this book is by no means to underestimate the achievements of traditional AI methods in game playing domain. On the contrary, the accomplishments of AI approaches are undisputable and speak for themselves. The goal is rather to express my belief that other alternative ways of developing mind game playing machines are possible and urgently needed. Humans and machines are very di?erent in their approaches to game pl- ing. Humans use intuition, perception mechanisms, selective search, creat- ity, abstraction, heuristic abilities and other cognitive skills to compensate their (comparably) slow information processing speed, relatively low m- ory capacity, and limited search abilities. Machines, on the other hand, are extremely fast and infallible in calculations, capable of e?ective brute-for- type search, use “unlimited” memory resources, but at the same time are poor at using reasoning-based approaches and abstraction-based methods. The above major discrepancies in the human and machine problem solving methods underlined the development of traditional machine game playing as being focused mainly on engineering advances rather than cognitive or psychological developments. In other words, as described by Winkler and F ̈ urnkranz [347, 348] with respect to chess, human and machine axes of game playing development are perpendicular, but the most interesting, most promising, and probably also most di?cult research area lies on the junction between human-compatible knowledge and machine compatible processing.I undoubtedly share this point of view and strongly believe that the future of machine game playing lies in implementation of human-type abilities (- straction,intuition,creativity,selectiveattention,andother)whilestilltaking advantage of intrinsic machine skills. Thebookisfocusedonthedevelopmentsandprospectivechallengingpr- lems in the area of mind gameplaying (i.e. playinggames that require mental skills) using Computational Intelligence (CI) methods, mainly neural n- works, genetic/evolutionary programming and reinforcement learning. "Brain-inspired information technology" is one of key concepts for the development of information technology in the next generation. Explosive progress of computer technology has been continuing based on a simple principle called "if-then rule". This means that the programmer of software have to direct every action of the computer programs in response to various inputs. There inherently is a limitation of complexity because we human have a limited capacity for managing complex systems. Actually, many bugs, mistakes of programming, exist in computer software, and it is quite difficult to extinguish them. The parts of computer programs where computer viruses attack are also a kind of programming mistakes, called security hole. Of course, human body or nervous system is not perfect. No creator or director, however, exists for us. The function of our brain is equipped by learning, self-organization, natural selection, and etc, resulting in adaptive and flexible information system. Brain-inspired information technology is aiming to realize such nature-made information processing system by using present computer system or specific hardware. To do so, researchers in various research fields are getting together to inspire each other and challenge cooperatively for the same goal. Front Matter....Pages - Introduction....Pages 1-7 Front Matter....Pages 9-9 Foundations of AI and CI in Games. Claude Shannon’s Postulates....Pages 11-13 Basic AI Methods and Tools....Pages 15-39 State of the Art....Pages 41-50 Front Matter....Pages 51-51 An Overview of Computational Intelligence Methods....Pages 53-70 CI in Games – Selected Approaches....Pages 71-89 Front Matter....Pages 91-91 Evaluation Function Learning....Pages 93-97 Game Representation....Pages 99-119 Efficient TD Training....Pages 121-153 Move Ranking and Search-Free Playing....Pages 155-168 Modeling the Opponent and Handling the Uncertainty....Pages 169-180 Front Matter....Pages 181-181 Intuition....Pages 183-204 Creativity and Knowledge Discovery....Pages 205-214 Multi-game Playing....Pages 215-229 Summary and Perspectives....Pages 231-234 Back Matter....Pages -

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