Deep Learning and the Game of Go

Deep Learning and the Game of Go PDF Author: Kevin Ferguson
Publisher: Simon and Schuster
ISBN: 1638354014
Category : Computers
Languages : en
Pages : 611

Book Description
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

Handbook of Game-Based Learning

Handbook of Game-Based Learning PDF Author: Jan L. Plass
Publisher: MIT Press
ISBN: 0262356546
Category : Education
Languages : en
Pages : 601

Book Description
A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

Learning to Play the Game: My Journey Through Silence

Learning to Play the Game: My Journey Through Silence PDF Author: Jonathan Kohlmeier
Publisher: Lulu.com
ISBN: 1483459128
Category : Selective mutism
Languages : en
Pages : 206

Book Description
Everyone has fears. A fear of the dark, a fear of heights, or even a fear of the unknown can make leading an otherwise normal life difficult. But what if you were afraid not of the dark or of heights-but of other people? What if you were overcome with paralyzing terror and even pushed to the brink of sickness each time you talked with another person-even though you wanted more than anything to be with and enjoy the company of that person? In Learning to Play the Game: My Journey through Silence, author Jonathan Kohlmeier shares a coming-of-age memoir of his young life living with selective mutism-an extreme form of social anxiety. At first as a child being so afraid that he could barely speak outside of the home, Jon's story of struggle turns triumph as he is eventually able to join the debate team in high school. From the start of his journey in kindergarten to his high school graduation, Jon chronicles his desire to be "normal"-whatever that means. 2018 Next Generation Indie Book Awards Finalist

The Learning Game

The Learning Game PDF Author: Ana Lorena Fábrega
Publisher: Harriman House Limited
ISBN: 1804090107
Category : Education
Languages : en
Pages : 160

Book Description
How did we conclude that the best way to prepare kids for the future is to cluster them into classrooms by age and grade, forcing them to learn the same things, at the same time and pace, seven hours a day, five days a week, for twelve years? We trust the school system to prepare our kids for the future. We get excited when they get good grades, or disappointed if they don’t. But we rarely stop to question whether school is teaching our children the right things in the right way. Kids could get good at playing the game of school, but are they really learning? Teacher-turned-edupreneur Ana Lorena Fábrega, known by her students as Ms. Fab, invites us to rethink education. In The Learning Game, she reveals how traditional schooling has gone wrong, and proposes a series of actionable strategies to help kids learn. What if we guide kids to think for themselves? Should we encourage kids to take risks and tackle projects of their own? How do we help kids learn to love learning? Answering these questions and many more, The Learning Game will arm you with practical tools to design a new approach to learning—one that leaves behind the game of school and prepares your kids for the game of life.

Play to Learn

Play to Learn PDF Author: Sharon Boller
Publisher: Association for Talent Development
ISBN: 1562867725
Category : Business & Economics
Languages : en
Pages : 186

Book Description
When trainers use games, learners win big. As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view. But how do you become the Milton Bradley of learning games? Play to Learn is here to help. This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs. Play to Learn will also show you how to: Link game design to your business needs and learning objectives. Test your prototype and refine your design. Deploy your game to motivated and excited learners. So don't just play around. Think big, design well, and use Play to Learn as your guide.

Making Numbers Count

Making Numbers Count PDF Author: Chip Heath
Publisher: Simon and Schuster
ISBN: 1982165456
Category : Business & Economics
Languages : en
Pages : 208

Book Description
A clear, practical, first-of-its-kind guide to communicating and understanding numbers and data—from bestselling business author Chip Heath. How much bigger is a billion than a million? Well, a million seconds is twelve days. A billion seconds is…thirty-two years. Understanding numbers is essential—but humans aren’t built to understand them. Until very recently, most languages had no words for numbers greater than five—anything from six to infinity was known as “lots.” While the numbers in our world have gotten increasingly complex, our brains are stuck in the past. How can we translate millions and billions and milliseconds and nanometers into things we can comprehend and use? Author Chip Heath has excelled at teaching others about making ideas stick and here, in Making Numbers Count, he outlines specific principles that reveal how to translate a number into our brain’s language. This book is filled with examples of extreme number makeovers, vivid before-and-after examples that take a dry number and present it in a way that people click in and say “Wow, now I get it!” You will learn principles such as: -SIMPLE PERSPECTIVE CUES: researchers at Microsoft found that adding one simple comparison sentence doubled how accurately users estimated statistics like population and area of countries. -VIVIDNESS: get perspective on the size of a nucleus by imagining a bee in a cathedral, or a pea in a racetrack, which are easier to envision than “1/100,000th of the size of an atom.” -CONVERT TO A PROCESS: capitalize on our intuitive sense of time (5 gigabytes of music storage turns into “2 months of commutes, without repeating a song”). -EMOTIONAL MEASURING STICKS: frame the number in a way that people already care about (“that medical protocol would save twice as many women as curing breast cancer”). Whether you’re interested in global problems like climate change, running a tech firm or a farm, or just explaining how many Cokes you’d have to drink if you burned calories like a hummingbird, this book will help math-lovers and math-haters alike translate the numbers that animate our world—allowing us to bring more data, more naturally, into decisions in our schools, our workplaces, and our society.

Learning the Game

Learning the Game PDF Author: Kevin Waltman
Publisher: Turtleback Books
ISBN: 9781417762262
Category : Juvenile Fiction
Languages : en
Pages : 217

Book Description
For use in schools and libraries only. When he and his high-school basketball teammates steal from a fraternity house in their small Indiana town, Nate contends with his guilt, his loyalty to his friends, and his desire to help his older brother who comes under suspicion for the crime.

Game Programming

Game Programming PDF Author: Andrew Harris
Publisher: John Wiley & Sons
ISBN: 0470068221
Category : Computers
Languages : en
Pages : 662

Book Description
Provides information on creating a computer game using object-oriented programming with Python.

Educational Game Design Fundamentals

Educational Game Design Fundamentals PDF Author: George Kalmpourtzis
Publisher: CRC Press
ISBN: 1351804715
Category : Computers
Languages : en
Pages : 479

Book Description
Can we learn through play? Can we really play while learning? Of course! But how?! We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way, readers can have a better idea of how to prepare for and organize the design of their educational games, as well as evaluate their ideas through several prisms, such as feasibility or learning and intrinsic values. Everybody can become education game designers, no matter what their technical, artistic or pedagogic backgrounds. This book refers to educators and designers of all sorts: from kindergarten to lifelong learning, from corporate training to museum curators and from tabletop or video game designers to theme park creators!

Libraries Got Game

Libraries Got Game PDF Author: Brian Mayer
Publisher: American Library Association
ISBN: 0838910092
Category : Language Arts & Disciplines
Languages : en
Pages : 145

Book Description
A much-talked-about topic gets thorough consideration from two educator-librarians, who explain exactly how designer board gameswhich are worlds apart from games produced strictly for the educational market can become curricular staples for students young and old.