Prediction Learning And Games
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Author |
: Nicolo Cesa-Bianchi |
Publisher |
: Cambridge University Press |
Total Pages |
: 4 |
Release |
: 2006-03-13 |
ISBN-10 |
: 9781139454827 |
ISBN-13 |
: 113945482X |
Rating |
: 4/5 (27 Downloads) |
Synopsis Prediction, Learning, and Games by : Nicolo Cesa-Bianchi
This important text and reference for researchers and students in machine learning, game theory, statistics and information theory offers a comprehensive treatment of the problem of predicting individual sequences. Unlike standard statistical approaches to forecasting, prediction of individual sequences does not impose any probabilistic assumption on the data-generating mechanism. Yet, prediction algorithms can be constructed that work well for all possible sequences, in the sense that their performance is always nearly as good as the best forecasting strategy in a given reference class. The central theme is the model of prediction using expert advice, a general framework within which many related problems can be cast and discussed. Repeated game playing, adaptive data compression, sequential investment in the stock market, sequential pattern analysis, and several other problems are viewed as instances of the experts' framework and analyzed from a common nonstochastic standpoint that often reveals new and intriguing connections.
Author |
: Vineeth Balasubramanian |
Publisher |
: Newnes |
Total Pages |
: 323 |
Release |
: 2014-04-23 |
ISBN-10 |
: 9780124017153 |
ISBN-13 |
: 0124017150 |
Rating |
: 4/5 (53 Downloads) |
Synopsis Conformal Prediction for Reliable Machine Learning by : Vineeth Balasubramanian
The conformal predictions framework is a recent development in machine learning that can associate a reliable measure of confidence with a prediction in any real-world pattern recognition application, including risk-sensitive applications such as medical diagnosis, face recognition, and financial risk prediction. Conformal Predictions for Reliable Machine Learning: Theory, Adaptations and Applications captures the basic theory of the framework, demonstrates how to apply it to real-world problems, and presents several adaptations, including active learning, change detection, and anomaly detection. As practitioners and researchers around the world apply and adapt the framework, this edited volume brings together these bodies of work, providing a springboard for further research as well as a handbook for application in real-world problems. - Understand the theoretical foundations of this important framework that can provide a reliable measure of confidence with predictions in machine learning - Be able to apply this framework to real-world problems in different machine learning settings, including classification, regression, and clustering - Learn effective ways of adapting the framework to newer problem settings, such as active learning, model selection, or change detection
Author |
: Dale Lane |
Publisher |
: No Starch Press |
Total Pages |
: 290 |
Release |
: 2021-01-19 |
ISBN-10 |
: 9781718500570 |
ISBN-13 |
: 1718500572 |
Rating |
: 4/5 (70 Downloads) |
Synopsis Machine Learning for Kids by : Dale Lane
A hands-on, application-based introduction to machine learning and artificial intelligence (AI) that guides young readers through creating compelling AI-powered games and applications using the Scratch programming language. Machine learning (also known as ML) is one of the building blocks of AI, or artificial intelligence. AI is based on the idea that computers can learn on their own, with your help. Machine Learning for Kids will introduce you to machine learning, painlessly. With this book and its free, Scratch-based, award-winning companion website, you'll see how easy it is to add machine learning to your own projects. You don't even need to know how to code! As you work through the book you'll discover how machine learning systems can be taught to recognize text, images, numbers, and sounds, and how to train your models to improve their accuracy. You'll turn your models into fun computer games and apps, and see what happens when they get confused by bad data. You'll build 13 projects step-by-step from the ground up, including: • Rock, Paper, Scissors game that recognizes your hand shapes • An app that recommends movies based on other movies that you like • A computer character that reacts to insults and compliments • An interactive virtual assistant (like Siri or Alexa) that obeys commands • An AI version of Pac-Man, with a smart character that knows how to avoid ghosts NOTE: This book includes a Scratch tutorial for beginners, and step-by-step instructions for every project. Ages 12+
Author |
: Christoph Molnar |
Publisher |
: Lulu.com |
Total Pages |
: 320 |
Release |
: 2020 |
ISBN-10 |
: 9780244768522 |
ISBN-13 |
: 0244768528 |
Rating |
: 4/5 (22 Downloads) |
Synopsis Interpretable Machine Learning by : Christoph Molnar
This book is about making machine learning models and their decisions interpretable. After exploring the concepts of interpretability, you will learn about simple, interpretable models such as decision trees, decision rules and linear regression. Later chapters focus on general model-agnostic methods for interpreting black box models like feature importance and accumulated local effects and explaining individual predictions with Shapley values and LIME. All interpretation methods are explained in depth and discussed critically. How do they work under the hood? What are their strengths and weaknesses? How can their outputs be interpreted? This book will enable you to select and correctly apply the interpretation method that is most suitable for your machine learning project.
Author |
: Robert E. Schapire |
Publisher |
: MIT Press |
Total Pages |
: 544 |
Release |
: 2014-01-10 |
ISBN-10 |
: 9780262526036 |
ISBN-13 |
: 0262526034 |
Rating |
: 4/5 (36 Downloads) |
Synopsis Boosting by : Robert E. Schapire
An accessible introduction and essential reference for an approach to machine learning that creates highly accurate prediction rules by combining many weak and inaccurate ones. Boosting is an approach to machine learning based on the idea of creating a highly accurate predictor by combining many weak and inaccurate “rules of thumb.” A remarkably rich theory has evolved around boosting, with connections to a range of topics, including statistics, game theory, convex optimization, and information geometry. Boosting algorithms have also enjoyed practical success in such fields as biology, vision, and speech processing. At various times in its history, boosting has been perceived as mysterious, controversial, even paradoxical. This book, written by the inventors of the method, brings together, organizes, simplifies, and substantially extends two decades of research on boosting, presenting both theory and applications in a way that is accessible to readers from diverse backgrounds while also providing an authoritative reference for advanced researchers. With its introductory treatment of all material and its inclusion of exercises in every chapter, the book is appropriate for course use as well. The book begins with a general introduction to machine learning algorithms and their analysis; then explores the core theory of boosting, especially its ability to generalize; examines some of the myriad other theoretical viewpoints that help to explain and understand boosting; provides practical extensions of boosting for more complex learning problems; and finally presents a number of advanced theoretical topics. Numerous applications and practical illustrations are offered throughout.
Author |
: Micheal Lanham |
Publisher |
: Packt Publishing Ltd |
Total Pages |
: 420 |
Release |
: 2020-01-03 |
ISBN-10 |
: 9781839216770 |
ISBN-13 |
: 1839216778 |
Rating |
: 4/5 (70 Downloads) |
Synopsis Hands-On Reinforcement Learning for Games by : Micheal Lanham
Explore reinforcement learning (RL) techniques to build cutting-edge games using Python libraries such as PyTorch, OpenAI Gym, and TensorFlow Key FeaturesGet to grips with the different reinforcement and DRL algorithms for game developmentLearn how to implement components such as artificial agents, map and level generation, and audio generationGain insights into cutting-edge RL research and understand how it is similar to artificial general researchBook Description With the increased presence of AI in the gaming industry, developers are challenged to create highly responsive and adaptive games by integrating artificial intelligence into their projects. This book is your guide to learning how various reinforcement learning techniques and algorithms play an important role in game development with Python. Starting with the basics, this book will help you build a strong foundation in reinforcement learning for game development. Each chapter will assist you in implementing different reinforcement learning techniques, such as Markov decision processes (MDPs), Q-learning, actor-critic methods, SARSA, and deterministic policy gradient algorithms, to build logical self-learning agents. Learning these techniques will enhance your game development skills and add a variety of features to improve your game agent’s productivity. As you advance, you’ll understand how deep reinforcement learning (DRL) techniques can be used to devise strategies to help agents learn from their actions and build engaging games. By the end of this book, you’ll be ready to apply reinforcement learning techniques to build a variety of projects and contribute to open source applications. What you will learnUnderstand how deep learning can be integrated into an RL agentExplore basic to advanced algorithms commonly used in game developmentBuild agents that can learn and solve problems in all types of environmentsTrain a Deep Q-Network (DQN) agent to solve the CartPole balancing problemDevelop game AI agents by understanding the mechanism behind complex AIIntegrate all the concepts learned into new projects or gaming agentsWho this book is for If you’re a game developer looking to implement AI techniques to build next-generation games from scratch, this book is for you. Machine learning and deep learning practitioners, and RL researchers who want to understand how to use self-learning agents in the game domain will also find this book useful. Knowledge of game development and Python programming experience are required.
Author |
: Tan, Wee Hoe |
Publisher |
: IGI Global |
Total Pages |
: 332 |
Release |
: 2018-07-13 |
ISBN-10 |
: 9781522560272 |
ISBN-13 |
: 1522560270 |
Rating |
: 4/5 (72 Downloads) |
Synopsis Design, Motivation, and Frameworks in Game-Based Learning by : Tan, Wee Hoe
Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.
Author |
: Constance Steinkuehler |
Publisher |
: Cambridge University Press |
Total Pages |
: 489 |
Release |
: 2012-06-11 |
ISBN-10 |
: 9781139510219 |
ISBN-13 |
: 1139510215 |
Rating |
: 4/5 (19 Downloads) |
Synopsis Games, Learning, and Society by : Constance Steinkuehler
This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.
Author |
: Boi Mirsky |
Publisher |
: Springer Nature |
Total Pages |
: 135 |
Release |
: 2022-05-31 |
ISBN-10 |
: 9783031015779 |
ISBN-13 |
: 3031015770 |
Rating |
: 4/5 (79 Downloads) |
Synopsis Game Theory for Data Science by : Boi Mirsky
Intelligent systems often depend on data provided by information agents, for example, sensor data or crowdsourced human computation. Providing accurate and relevant data requires costly effort that agents may not always be willing to provide. Thus, it becomes important not only to verify the correctness of data, but also to provide incentives so that agents that provide high-quality data are rewarded while those that do not are discouraged by low rewards. We cover different settings and the assumptions they admit, including sensing, human computation, peer grading, reviews, and predictions. We survey different incentive mechanisms, including proper scoring rules, prediction markets and peer prediction, Bayesian Truth Serum, Peer Truth Serum, Correlated Agreement, and the settings where each of them would be suitable. As an alternative, we also consider reputation mechanisms. We complement the game-theoretic analysis with practical examples of applications in prediction platforms, community sensing, and peer grading.
Author |
: Leszek Rutkowski |
Publisher |
: Springer |
Total Pages |
: 646 |
Release |
: 2013-06-04 |
ISBN-10 |
: 9783642386107 |
ISBN-13 |
: 3642386105 |
Rating |
: 4/5 (07 Downloads) |
Synopsis Artificial Intelligence and Soft Computing by : Leszek Rutkowski
The two-volume set LNAI 7894 and LNCS 7895 constitutes the refereed proceedings of the 12th International Conference on Artificial Intelligence and Soft Computing, ICAISC 2013, held in Zakopane, Poland in June 2013. The 112 revised full papers presented together with one invited paper were carefully reviewed and selected from 274 submissions. The 56 papers included in the second volume are organized in the following topical sections: evolutionary algorithms and their applications; data mining; bioinformatics and medical applications; agent systems, robotics and control; artificial intelligence in modeling and simulation; and various problems of artificial intelligence.