Book Image

Hands-On Artificial Intelligence for Beginners

By : Patrick D. Smith, David Dindi
Book Image

Hands-On Artificial Intelligence for Beginners

By: Patrick D. Smith, David Dindi

Overview of this book

Virtual Assistants, such as Alexa and Siri, process our requests, Google's cars have started to read addresses, and Amazon's prices and Netflix's recommended videos are decided by AI. Artificial Intelligence is one of the most exciting technologies and is becoming increasingly significant in the modern world. Hands-On Artificial Intelligence for Beginners will teach you what Artificial Intelligence is and how to design and build intelligent applications. This book will teach you to harness packages such as TensorFlow in order to create powerful AI systems. You will begin with reviewing the recent changes in AI and learning how artificial neural networks (ANNs) have enabled more intelligent AI. You'll explore feedforward, recurrent, convolutional, and generative neural networks (FFNNs, RNNs, CNNs, and GNNs), as well as reinforcement learning methods. In the concluding chapters, you'll learn how to implement these methods for a variety of tasks, such as generating text for chatbots, and playing board and video games. By the end of this book, you will be able to understand exactly what you need to consider when optimizing ANNs and how to deploy and maintain AI applications.
Table of Contents (15 chapters)

Networks for video games

Thus far, we've learned how we can use reinforcement learning methods to play board games utilizing UCT and MCTS; now, let's see what we can do with video games. In Chapter 8, Reinforcement Learning, we saw how we could use reinforcement learning methods to complete basic tasks such as the OpenAI cartpole challenge. In this section, we'll be focusing on a more difficult set of games: classic Atari video games, which have become standard benchmarks for deep learning tasks.

You might be thinking can't we extend the methods that we used in the cartpole environment to Atari games? While we can, there's a lot more input that we have to handle. In Atari environments, and really any video game environment, the inputs to the network are individual pixels. Instead of the simple four control variables for cartpole, we are now dealing...