Book Image

Python Deep Learning - Second Edition

By : Ivan Vasilev, Daniel Slater, Gianmario Spacagna, Peter Roelants, Valentino Zocca
Book Image

Python Deep Learning - Second Edition

By: Ivan Vasilev, Daniel Slater, Gianmario Spacagna, Peter Roelants, Valentino Zocca

Overview of this book

With the surge in artificial intelligence in applications catering to both business and consumer needs, deep learning is more important than ever for meeting current and future market demands. With this book, you’ll explore deep learning, and learn how to put machine learning to use in your projects. This second edition of Python Deep Learning will get you up to speed with deep learning, deep neural networks, and how to train them with high-performance algorithms and popular Python frameworks. You’ll uncover different neural network architectures, such as convolutional networks, recurrent neural networks, long short-term memory (LSTM) networks, and capsule networks. You’ll also learn how to solve problems in the fields of computer vision, natural language processing (NLP), and speech recognition. You'll study generative model approaches such as variational autoencoders and Generative Adversarial Networks (GANs) to generate images. As you delve into newly evolved areas of reinforcement learning, you’ll gain an understanding of state-of-the-art algorithms that are the main components behind popular games Go, Atari, and Dota. By the end of the book, you will be well-versed with the theory of deep learning along with its real-world applications.
Table of Contents (12 chapters)

Deep Reinforcement Learning for Games

In the chapter 8, Reinforcement Learning Theory, we introduced Reinforcement Learning (RL), a way to make a computer interact with an environment. In this chapter, we'll build upon that knowledge and we'll explore some more advanced RL algorithms and tasks. But don't worry, we won't create the Terminator just yet. We're aiming a little lower, so we'll just see how to teach a machine to play games such as Atari Breakout and Go.

This chapter will cover the following:

  • Introduction to genetic algorithms playing games
  • Deep Q-learning (DQN)
  • Policy gradients
  • Actor-critic methods
  • Monte Carlo tree search
  • AlphaZero