Prediction, Learning, and Games

Prediction, Learning, and Games PDF

Author: Nicolo Cesa-Bianchi

Publisher: Cambridge University Press

Published: 2006-03-13

Total Pages: 4

ISBN-13: 113945482X

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This important text and reference for researchers and students in machine learning, game theory, statistics and information theory offers a comprehensive treatment of the problem of predicting individual sequences. Unlike standard statistical approaches to forecasting, prediction of individual sequences does not impose any probabilistic assumption on the data-generating mechanism. Yet, prediction algorithms can be constructed that work well for all possible sequences, in the sense that their performance is always nearly as good as the best forecasting strategy in a given reference class. The central theme is the model of prediction using expert advice, a general framework within which many related problems can be cast and discussed. Repeated game playing, adaptive data compression, sequential investment in the stock market, sequential pattern analysis, and several other problems are viewed as instances of the experts' framework and analyzed from a common nonstochastic standpoint that often reveals new and intriguing connections.

Prediction, Learning, and Games

Prediction, Learning, and Games PDF

Author: Nicolò Cesa-Bianchi

Publisher:

Published: 2006

Total Pages: 394

ISBN-13: 9780511191312

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The central theme here is a model of prediction using expert advice, a general framework within which many related problems can be cast and discussed, including repeated game playing, adaptive data compression, sequential investment in the stock market, and sequential pattern analysis.

Deep Learning and the Game of Go

Deep Learning and the Game of Go PDF

Author: Kevin Ferguson

Publisher: Simon and Schuster

Published: 2019-01-06

Total Pages: 611

ISBN-13: 1638354014

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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

Prediction Games

Prediction Games PDF

Author: Michael Brückner

Publisher: Universitätsverlag Potsdam

Published: 2012

Total Pages: 138

ISBN-13: 386956203X

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In many applications one is faced with the problem of inferring some functional relation between input and output variables from given data. Consider, for instance, the task of email spam filtering where one seeks to find a model which automatically assigns new, previously unseen emails to class spam or non-spam. Building such a predictive model based on observed training inputs (e.g., emails) with corresponding outputs (e.g., spam labels) is a major goal of machine learning. Many learning methods assume that these training data are governed by the same distribution as the test data which the predictive model will be exposed to at application time. That assumption is violated when the test data are generated in response to the presence of a predictive model. This becomes apparent, for instance, in the above example of email spam filtering. Here, email service providers employ spam filters and spam senders engineer campaign templates such as to achieve a high rate of successful deliveries despite any filters. Most of the existing work casts such situations as learning robust models which are unsusceptible against small changes of the data generation process. The models are constructed under the worst-case assumption that these changes are performed such to produce the highest possible adverse effect on the performance of the predictive model. However, this approach is not capable to realistically model the true dependency between the model-building process and the process of generating future data. We therefore establish the concept of prediction games: We model the interaction between a learner, who builds the predictive model, and a data generator, who controls the process of data generation, as an one-shot game. The game-theoretic framework enables us to explicitly model the players' interests, their possible actions, their level of knowledge about each other, and the order at which they decide for an action. We model the players' interests as minimizing their own cost function which both depend on both players' actions. The learner's action is to choose the model parameters and the data generator's action is to perturbate the training data which reflects the modification of the data generation process with respect to the past data. We extensively study three instances of prediction games which differ regarding the order in which the players decide for their action. We first assume that both player choose their actions simultaneously, that is, without the knowledge of their opponent's decision. We identify conditions under which this Nash prediction game has a meaningful solution, that is, a unique Nash equilibrium, and derive algorithms that find the equilibrial prediction model. As a second case, we consider a data generator who is potentially fully informed about the move of the learner. This setting establishes a Stackelberg competition. We derive a relaxed optimization criterion to determine the solution of this game and show that this Stackelberg prediction game generalizes existing prediction models. Finally, we study the setting where the learner observes the data generator's action, that is, the (unlabeled) test data, before building the predictive model. As the test data and the training data may be governed by differing probability distributions, this scenario reduces to learning under covariate shift. We derive a new integrated as well as a two-stage method to account for this data set shift. In case studies on email spam filtering we empirically explore properties of all derived models as well as several existing baseline methods. We show that spam filters resulting from the Nash prediction game as well as the Stackelberg prediction game in the majority of cases outperform other existing baseline methods.

Probability and Finance

Probability and Finance PDF

Author: Glenn Shafer

Publisher: John Wiley & Sons

Published: 2005-02-25

Total Pages: 438

ISBN-13: 0471461717

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Provides a foundation for probability based on game theory rather than measure theory. A strong philosophical approach with practical applications. Presents in-depth coverage of classical probability theory as well as new theory.

Design, Motivation, and Frameworks in Game-Based Learning

Design, Motivation, and Frameworks in Game-Based Learning PDF

Author: Tan, Wee Hoe

Publisher: IGI Global

Published: 2018-07-13

Total Pages: 306

ISBN-13: 1522560270

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Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.

Hands-On Reinforcement Learning for Games

Hands-On Reinforcement Learning for Games PDF

Author: Micheal Lanham

Publisher: Packt Publishing Ltd

Published: 2020-01-03

Total Pages: 420

ISBN-13: 1839216778

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Explore reinforcement learning (RL) techniques to build cutting-edge games using Python libraries such as PyTorch, OpenAI Gym, and TensorFlow Key FeaturesGet to grips with the different reinforcement and DRL algorithms for game developmentLearn how to implement components such as artificial agents, map and level generation, and audio generationGain insights into cutting-edge RL research and understand how it is similar to artificial general researchBook Description With the increased presence of AI in the gaming industry, developers are challenged to create highly responsive and adaptive games by integrating artificial intelligence into their projects. This book is your guide to learning how various reinforcement learning techniques and algorithms play an important role in game development with Python. Starting with the basics, this book will help you build a strong foundation in reinforcement learning for game development. Each chapter will assist you in implementing different reinforcement learning techniques, such as Markov decision processes (MDPs), Q-learning, actor-critic methods, SARSA, and deterministic policy gradient algorithms, to build logical self-learning agents. Learning these techniques will enhance your game development skills and add a variety of features to improve your game agent’s productivity. As you advance, you’ll understand how deep reinforcement learning (DRL) techniques can be used to devise strategies to help agents learn from their actions and build engaging games. By the end of this book, you’ll be ready to apply reinforcement learning techniques to build a variety of projects and contribute to open source applications. What you will learnUnderstand how deep learning can be integrated into an RL agentExplore basic to advanced algorithms commonly used in game developmentBuild agents that can learn and solve problems in all types of environmentsTrain a Deep Q-Network (DQN) agent to solve the CartPole balancing problemDevelop game AI agents by understanding the mechanism behind complex AIIntegrate all the concepts learned into new projects or gaming agentsWho this book is for If you’re a game developer looking to implement AI techniques to build next-generation games from scratch, this book is for you. Machine learning and deep learning practitioners, and RL researchers who want to understand how to use self-learning agents in the game domain will also find this book useful. Knowledge of game development and Python programming experience are required.

Advanced Structured Prediction

Advanced Structured Prediction PDF

Author: Sebastian Nowozin

Publisher: MIT Press

Published: 2014-12-05

Total Pages: 430

ISBN-13: 0262028379

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An overview of recent work in the field of structured prediction, the building of predictive machine learning models for interrelated and dependent outputs. The goal of structured prediction is to build machine learning models that predict relational information that itself has structure, such as being composed of multiple interrelated parts. These models, which reflect prior knowledge, task-specific relations, and constraints, are used in fields including computer vision, speech recognition, natural language processing, and computational biology. They can carry out such tasks as predicting a natural language sentence, or segmenting an image into meaningful components. These models are expressive and powerful, but exact computation is often intractable. A broad research effort in recent years has aimed at designing structured prediction models and approximate inference and learning procedures that are computationally efficient. This volume offers an overview of this recent research in order to make the work accessible to a broader research community. The chapters, by leading researchers in the field, cover a range of topics, including research trends, the linear programming relaxation approach, innovations in probabilistic modeling, recent theoretical progress, and resource-aware learning. Contributors Jonas Behr, Yutian Chen, Fernando De La Torre, Justin Domke, Peter V. Gehler, Andrew E. Gelfand, Sébastien Giguère, Amir Globerson, Fred A. Hamprecht, Minh Hoai, Tommi Jaakkola, Jeremy Jancsary, Joseph Keshet, Marius Kloft, Vladimir Kolmogorov, Christoph H. Lampert, François Laviolette, Xinghua Lou, Mario Marchand, André F. T. Martins, Ofer Meshi, Sebastian Nowozin, George Papandreou, Daniel Průša, Gunnar Rätsch, Amélie Rolland, Bogdan Savchynskyy, Stefan Schmidt, Thomas Schoenemann, Gabriele Schweikert, Ben Taskar, Sinisa Todorovic, Max Welling, David Weiss, Thomáš Werner, Alan Yuille, Stanislav Živný

Interpretable Machine Learning

Interpretable Machine Learning PDF

Author: Christoph Molnar

Publisher: Lulu.com

Published: 2020

Total Pages: 320

ISBN-13: 0244768528

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This book is about making machine learning models and their decisions interpretable. After exploring the concepts of interpretability, you will learn about simple, interpretable models such as decision trees, decision rules and linear regression. Later chapters focus on general model-agnostic methods for interpreting black box models like feature importance and accumulated local effects and explaining individual predictions with Shapley values and LIME. All interpretation methods are explained in depth and discussed critically. How do they work under the hood? What are their strengths and weaknesses? How can their outputs be interpreted? This book will enable you to select and correctly apply the interpretation method that is most suitable for your machine learning project.

Algorithmic Learning Theory

Algorithmic Learning Theory PDF

Author: Yoav Freund

Publisher: Springer

Published: 2008-10-02

Total Pages: 480

ISBN-13: 3540879870

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This volume contains papers presented at the 19th International Conference on Algorithmic Learning Theory (ALT 2008), which was held in Budapest, Hungary during October 13–16, 2008. The conference was co-located with the 11th - ternational Conference on Discovery Science (DS 2008). The technical program of ALT 2008 contained 31 papers selected from 46 submissions, and 5 invited talks. The invited talks were presented in joint sessions of both conferences. ALT 2008 was the 19th in the ALT conference series, established in Japan in 1990. The series Analogical and Inductive Inference is a predecessor of this series: it was held in 1986, 1989 and 1992, co-located with ALT in 1994, and s- sequently merged with ALT. ALT maintains its strong connections to Japan, but has also been held in other countries, such as Australia, Germany, Italy, Sin- pore, Spain and the USA. The ALT conference series is supervised by its Steering Committee: Naoki Abe (IBM T. J.