Author: Fouad Sabry
Publisher: One Billion Knowledgeable
ISBN:
Category : Computers
Languages : en
Pages : 151
Book Description
What Is Computer Go Computer The subfield of artificial intelligence (AI) known as "Go" is focused on the development of a computer program that is able to play the ancient board game "Go." The study of this topic can be broken down into two distinct time periods. Prior to the year 2015, the programs of the era were not very strong. The best artificial intelligences generated in the 1980s and 1990s were only able to be defeated by novice players, while the best AIs produced in the early 2000s were at best of an intermediate level. Even with a handicap of more than ten stones in their advantage, experts are still able to win against sophisticated computer programs. Because there were too many branching options to examine, many of the algorithms, such as alpha-beta minimax, that worked well as artificial intelligences for checkers and chess failed miserably when applied to the 19x19 board used in go. It was impossible to create a human professional quality program with the techniques and hardware available at the time. Some scholars working in the field of artificial intelligence hypothesized that the issue could not be resolved without the development of human-like AI. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Computer Go Chapter 2: Go (game) Chapter 3: Game complexity Chapter 4: Monte Carlo tree search Chapter 5: Google DeepMind Chapter 6: AlphaGo Chapter 7: AlphaGo versus Lee Sedol Chapter 8: AlphaGo Zero Chapter 9: AlphaZero Chapter 10: KataGo (II) Answering the public top questions about computer go. (III) Real world examples for the usage of computer go in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of computer go' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of computer go.
Computer Go
Author: Fouad Sabry
Publisher: One Billion Knowledgeable
ISBN:
Category : Computers
Languages : en
Pages : 151
Book Description
What Is Computer Go Computer The subfield of artificial intelligence (AI) known as "Go" is focused on the development of a computer program that is able to play the ancient board game "Go." The study of this topic can be broken down into two distinct time periods. Prior to the year 2015, the programs of the era were not very strong. The best artificial intelligences generated in the 1980s and 1990s were only able to be defeated by novice players, while the best AIs produced in the early 2000s were at best of an intermediate level. Even with a handicap of more than ten stones in their advantage, experts are still able to win against sophisticated computer programs. Because there were too many branching options to examine, many of the algorithms, such as alpha-beta minimax, that worked well as artificial intelligences for checkers and chess failed miserably when applied to the 19x19 board used in go. It was impossible to create a human professional quality program with the techniques and hardware available at the time. Some scholars working in the field of artificial intelligence hypothesized that the issue could not be resolved without the development of human-like AI. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Computer Go Chapter 2: Go (game) Chapter 3: Game complexity Chapter 4: Monte Carlo tree search Chapter 5: Google DeepMind Chapter 6: AlphaGo Chapter 7: AlphaGo versus Lee Sedol Chapter 8: AlphaGo Zero Chapter 9: AlphaZero Chapter 10: KataGo (II) Answering the public top questions about computer go. (III) Real world examples for the usage of computer go in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of computer go' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of computer go.
Publisher: One Billion Knowledgeable
ISBN:
Category : Computers
Languages : en
Pages : 151
Book Description
What Is Computer Go Computer The subfield of artificial intelligence (AI) known as "Go" is focused on the development of a computer program that is able to play the ancient board game "Go." The study of this topic can be broken down into two distinct time periods. Prior to the year 2015, the programs of the era were not very strong. The best artificial intelligences generated in the 1980s and 1990s were only able to be defeated by novice players, while the best AIs produced in the early 2000s were at best of an intermediate level. Even with a handicap of more than ten stones in their advantage, experts are still able to win against sophisticated computer programs. Because there were too many branching options to examine, many of the algorithms, such as alpha-beta minimax, that worked well as artificial intelligences for checkers and chess failed miserably when applied to the 19x19 board used in go. It was impossible to create a human professional quality program with the techniques and hardware available at the time. Some scholars working in the field of artificial intelligence hypothesized that the issue could not be resolved without the development of human-like AI. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Computer Go Chapter 2: Go (game) Chapter 3: Game complexity Chapter 4: Monte Carlo tree search Chapter 5: Google DeepMind Chapter 6: AlphaGo Chapter 7: AlphaGo versus Lee Sedol Chapter 8: AlphaGo Zero Chapter 9: AlphaZero Chapter 10: KataGo (II) Answering the public top questions about computer go. (III) Real world examples for the usage of computer go in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of computer go' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of computer go.
Computers and Games
Author: H. Jaap van den Herik
Publisher: Springer Science & Business Media
ISBN: 3642179274
Category : Computers
Languages : en
Pages : 293
Book Description
This book constitutes the refereed proceedings of the 7th International Conference on Computers and Games, CG 2010, held in Kanazawa, Japan, in September 2010. The 24 papers presented were carefully reviewed and selected for inclusion in this book. They cover a wide range of topics such as monte-carlo tree search, proof-number search, UCT algorithm, scalability, parallelization, opening books, knowledge abstraction, solving games, consultation of players, multi-player games, extraversion, and combinatorial game theory. In addition a wide range of computer games is dealt with, such as Chinese Checkers, Chinese Chess, Connect6, Go, Havannah, Lines of Action, Pckomino, Shogi, Surakarta, and Yahtzee.
Publisher: Springer Science & Business Media
ISBN: 3642179274
Category : Computers
Languages : en
Pages : 293
Book Description
This book constitutes the refereed proceedings of the 7th International Conference on Computers and Games, CG 2010, held in Kanazawa, Japan, in September 2010. The 24 papers presented were carefully reviewed and selected for inclusion in this book. They cover a wide range of topics such as monte-carlo tree search, proof-number search, UCT algorithm, scalability, parallelization, opening books, knowledge abstraction, solving games, consultation of players, multi-player games, extraversion, and combinatorial game theory. In addition a wide range of computer games is dealt with, such as Chinese Checkers, Chinese Chess, Connect6, Go, Havannah, Lines of Action, Pckomino, Shogi, Surakarta, and Yahtzee.
Computers and Games
Author: Tony Marsland
Publisher: Springer
ISBN: 3540455795
Category : Computers
Languages : en
Pages : 456
Book Description
This book constitutes the thoroughly refereed postproceedings of the Second International Conference on Computers and Games, CG 2001, held in Hamamatsu, Japan in October 2000. The 23 revised full papers presented together with two invited contributions and five reviews were carefully refereed and selected during two rounds of reviewing and improvement. The papers are organized in topical sections on search and strategies, learning and pattern acquisition, theory and complexity issues, and further experiments on game; the reviews presented are on computer language games, computer Go, intelligent agents for computer games, RoboCup, and computer Shogi.
Publisher: Springer
ISBN: 3540455795
Category : Computers
Languages : en
Pages : 456
Book Description
This book constitutes the thoroughly refereed postproceedings of the Second International Conference on Computers and Games, CG 2001, held in Hamamatsu, Japan in October 2000. The 23 revised full papers presented together with two invited contributions and five reviews were carefully refereed and selected during two rounds of reviewing and improvement. The papers are organized in topical sections on search and strategies, learning and pattern acquisition, theory and complexity issues, and further experiments on game; the reviews presented are on computer language games, computer Go, intelligent agents for computer games, RoboCup, and computer Shogi.
Computer Engineering for Babies
Author: Chase Roberts
Publisher:
ISBN: 9781735208701
Category :
Languages : en
Pages : 0
Book Description
An introduction to computer engineering for babies. Learn basic logic gates with hands on examples of buttons and an output LED.
Publisher:
ISBN: 9781735208701
Category :
Languages : en
Pages : 0
Book Description
An introduction to computer engineering for babies. Learn basic logic gates with hands on examples of buttons and an output LED.
Internet of Things
Author: Yongheng Wang
Publisher: Springer
ISBN: 3642324274
Category : Computers
Languages : en
Pages : 690
Book Description
This book constitutes the refereed proceedings of the International Workshop on Internet of Things, IOT 2012, held in Changsha, China, during August 17-19. The 95 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on wireless sensor networks; RFID; sensors and equipments; data processing; security; applications and others.
Publisher: Springer
ISBN: 3642324274
Category : Computers
Languages : en
Pages : 690
Book Description
This book constitutes the refereed proceedings of the International Workshop on Internet of Things, IOT 2012, held in Changsha, China, during August 17-19. The 95 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on wireless sensor networks; RFID; sensors and equipments; data processing; security; applications and others.
Computers and Games
Author: Cameron Browne
Publisher: Springer Nature
ISBN: 3031340175
Category : Computers
Languages : en
Pages : 196
Book Description
This book constitutes the refereed proceedings of the International Conference on Computers and Games, CG 2022, held virtually, during November 22–24, 2022. The 15 full papers included in this book were carefully reviewed and selected from 23 submissions. They were organized in topical sections as follows: classic games, multi-player and multi-action games, solving games, measuring games, decision making in games and puzzles.
Publisher: Springer Nature
ISBN: 3031340175
Category : Computers
Languages : en
Pages : 196
Book Description
This book constitutes the refereed proceedings of the International Conference on Computers and Games, CG 2022, held virtually, during November 22–24, 2022. The 15 full papers included in this book were carefully reviewed and selected from 23 submissions. They were organized in topical sections as follows: classic games, multi-player and multi-action games, solving games, measuring games, decision making in games and puzzles.
Artificial Unintelligence
Author: Meredith Broussard
Publisher: MIT Press
ISBN: 026253701X
Category : Computers
Languages : en
Pages : 247
Book Description
A guide to understanding the inner workings and outer limits of technology and why we should never assume that computers always get it right. In Artificial Unintelligence, Meredith Broussard argues that our collective enthusiasm for applying computer technology to every aspect of life has resulted in a tremendous amount of poorly designed systems. We are so eager to do everything digitally—hiring, driving, paying bills, even choosing romantic partners—that we have stopped demanding that our technology actually work. Broussard, a software developer and journalist, reminds us that there are fundamental limits to what we can (and should) do with technology. With this book, she offers a guide to understanding the inner workings and outer limits of technology—and issues a warning that we should never assume that computers always get things right. Making a case against technochauvinism—the belief that technology is always the solution—Broussard argues that it's just not true that social problems would inevitably retreat before a digitally enabled Utopia. To prove her point, she undertakes a series of adventures in computer programming. She goes for an alarming ride in a driverless car, concluding “the cyborg future is not coming any time soon”; uses artificial intelligence to investigate why students can't pass standardized tests; deploys machine learning to predict which passengers survived the Titanic disaster; and attempts to repair the U.S. campaign finance system by building AI software. If we understand the limits of what we can do with technology, Broussard tells us, we can make better choices about what we should do with it to make the world better for everyone.
Publisher: MIT Press
ISBN: 026253701X
Category : Computers
Languages : en
Pages : 247
Book Description
A guide to understanding the inner workings and outer limits of technology and why we should never assume that computers always get it right. In Artificial Unintelligence, Meredith Broussard argues that our collective enthusiasm for applying computer technology to every aspect of life has resulted in a tremendous amount of poorly designed systems. We are so eager to do everything digitally—hiring, driving, paying bills, even choosing romantic partners—that we have stopped demanding that our technology actually work. Broussard, a software developer and journalist, reminds us that there are fundamental limits to what we can (and should) do with technology. With this book, she offers a guide to understanding the inner workings and outer limits of technology—and issues a warning that we should never assume that computers always get things right. Making a case against technochauvinism—the belief that technology is always the solution—Broussard argues that it's just not true that social problems would inevitably retreat before a digitally enabled Utopia. To prove her point, she undertakes a series of adventures in computer programming. She goes for an alarming ride in a driverless car, concluding “the cyborg future is not coming any time soon”; uses artificial intelligence to investigate why students can't pass standardized tests; deploys machine learning to predict which passengers survived the Titanic disaster; and attempts to repair the U.S. campaign finance system by building AI software. If we understand the limits of what we can do with technology, Broussard tells us, we can make better choices about what we should do with it to make the world better for everyone.
Maximum PC
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 96
Book Description
Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.
Publisher:
ISBN:
Category :
Languages : en
Pages : 96
Book Description
Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.
Computer Games
Author: Tristan Cazenave
Publisher: Springer
ISBN: 331957969X
Category : Computers
Languages : en
Pages : 188
Book Description
This book constitutes the refereed proceedings of the 5th Computer Games Workshop, CGW 2016, and the 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, in New York, USA, in July 2016.The 12 revised full papers presented were carefully reviewed and selected from 25 submissions. The papers address all aspects of artificial intelligence and computer game playing. They discuss topics such as Monte-Carlo methods; heuristic search; board games; card games; video games; perfect and imperfect information games; puzzles and single player games; multi-player games; combinatorial game theory; applications; computational creativity; computational game theory; evaluation and analysis; game design; knowledge representation; machine learning; multi-agent systems; opponent modeling; planning.
Publisher: Springer
ISBN: 331957969X
Category : Computers
Languages : en
Pages : 188
Book Description
This book constitutes the refereed proceedings of the 5th Computer Games Workshop, CGW 2016, and the 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, in New York, USA, in July 2016.The 12 revised full papers presented were carefully reviewed and selected from 25 submissions. The papers address all aspects of artificial intelligence and computer game playing. They discuss topics such as Monte-Carlo methods; heuristic search; board games; card games; video games; perfect and imperfect information games; puzzles and single player games; multi-player games; combinatorial game theory; applications; computational creativity; computational game theory; evaluation and analysis; game design; knowledge representation; machine learning; multi-agent systems; opponent modeling; planning.
The Future of Foundations
Author: American Assembly
Publisher: Pearson
ISBN:
Category : Business & Economics
Languages : en
Pages : 296
Book Description
ALERT: Before you purchase, check with your instructor or review your course syllabus to ensure that you select the correct ISBN. Several versions of Pearson's MyLab & Mastering products exist for each title, including customized versions for individual schools, and registrations are not transferable. In addition, you may need a CourseID, provided by your instructor, to register for and use Pearson's MyLab & Mastering products. Packages Access codes for Pearson's MyLab & Mastering products may not be included when purchasing or renting from companies other than Pearson; check with the seller before completing your purchase. Used or rental books If you rent or purchase a used book with an access code, the access code may have been redeemed previously and you may have to purchase a new access code. Access codes Access codes that are purchased from sellers other than Pearson carry a higher risk of being either the wrong ISBN or a previously redeemed code. Check with the seller prior to purchase. --
Publisher: Pearson
ISBN:
Category : Business & Economics
Languages : en
Pages : 296
Book Description
ALERT: Before you purchase, check with your instructor or review your course syllabus to ensure that you select the correct ISBN. Several versions of Pearson's MyLab & Mastering products exist for each title, including customized versions for individual schools, and registrations are not transferable. In addition, you may need a CourseID, provided by your instructor, to register for and use Pearson's MyLab & Mastering products. Packages Access codes for Pearson's MyLab & Mastering products may not be included when purchasing or renting from companies other than Pearson; check with the seller before completing your purchase. Used or rental books If you rent or purchase a used book with an access code, the access code may have been redeemed previously and you may have to purchase a new access code. Access codes Access codes that are purchased from sellers other than Pearson carry a higher risk of being either the wrong ISBN or a previously redeemed code. Check with the seller prior to purchase. --