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8 produkter
8 produkter
Inbunden, Engelska, 2020
753 kr
Skickas inom 10-15 vardagar
In this textbook the author takes as inspiration recent breakthroughs in game playing to explain how and why deep reinforcement learning works.
Häftad, Engelska, 2021
540 kr
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In this textbook the author takes as inspiration recent breakthroughs in game playing to explain how and why deep reinforcement learning works.
Del 8427 - Lecture Notes in Computer Science
Computers and Games
8th International Conference, CG 2013, Yokohama, Japan, August 13-15, 2013, Revised Selected Papers
Häftad, Engelska, 2014
534 kr
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This book constitutes the thoroughly refereed post-conference proceedings of the 8th International Conference on Computers and Games, CG 2013, held in Yokohama, Japan, in August 2013, in conjunction with the 17th Computer and Games Tournament and the 20th World Computer-Chess Championship. The 21 papers presented were carefully reviewed and selected for inclusion in this book. They cover a wide range of topics which are grouped into five classes: Monte Carlo Tree Search and its enhancements; solving and searching; analysis of game characteristic; new approaches; and serious games.
Del 9525 - Lecture Notes in Computer Science
Advances in Computer Games
14th International Conference, ACG 2015, Leiden, The Netherlands, July 1-3, 2015, Revised Selected Papers
Häftad, Engelska, 2015
556 kr
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This book constitutes the thoroughly refereed post-conference proceedings of the 14th International Conference on Advances in Computer Games, ACG 2015, held in Leiden, The Netherlands, in July 2015. The 22 revised full papers presented were carefully reviewed and selected from 34 submissions.
Del 10068 - Lecture Notes in Computer Science
Computers and Games
9th International Conference, CG 2016, Leiden, The Netherlands, June 29 – July 1, 2016, Revised Selected Papers
Häftad, Engelska, 2016
556 kr
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This book constitutes the thoroughly refereed post-conference proceedings of the 9th International Conference on Computers and Games, CG 2016, held in Leiden, The Netherlands,in conjunction with the 19th Computer Olympiad and the 22nd World Computer-Chess Championship.The 20 papers presented were carefully reviewed and selected of 30 submitted papers. The 20 papers cover a wide range of computer games and many different research topics in four main classes which determined the order of publication: Monte Carlo Tree Search (MCTS) and its enhancements (seven papers), concrete games (seven papers), theoretical aspects and complexity (five papers) and cognition model (one paper). The paper Using Partial Tablebases in Breakthrough by Andrew Isaac and Richard Lorentz received the Best Paper Award.
Häftad, Engelska, 2011
556 kr
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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.
Häftad, Engelska, 2012
556 kr
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This book constitutes the thoroughly refereed post-conference proceedings of the 13th Advances in Computer Games Conference, ACG 2011, held in Tilburg, The Netherlands, in November 2011. The 29 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers cover a wide range of topics such as Monte-Carlo tree search and its enhancement, temporal difference learning, optimization, solving and searching, analysis of a game characteristic, new approaches, and serious games.
Häftad, Engelska, 2022
611 kr
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Deep reinforcement learning has attracted considerable attention recently. Biology has inspired the creation of artificial neural networks and deep learning, while psychology studies how animals and humans learn, and how subjects’ desired behavior can be reinforced with positive and negative stimuli.