Home Page Icon
Home Page
Table of Contents for
Deep Learning and the Game of Go
Close
Deep Learning and the Game of Go
by Kevin Ferguson, Max Pumperla
Deep Learning and the Game of Go
Copyright
Brief Table of Contents
Table of Contents
Foreword
Preface
Acknowledgments
About this book
About the authors
About the cover illustration
Part 1. Foundations
Chapter 1. Toward deep learning: a machine-learning introduction
1.1. What is machine learning?
1.2. Machine learning by example
1.3. Deep learning
1.4. What you’ll learn in this book
1.5. Summary
Chapter 2. Go as a machine-learning problem
2.1. Why games?
2.2. A lightning introduction to the game of Go
2.3. Handicaps
2.4. Where to learn more
2.5. What can we teach a machine?
2.6. How to measure your Go AI’s strength
2.7. Summary
Chapter 3. Implementing your first Go bot
3.1. Representing a game of Go in Python
3.2. Capturing game state and checking for illegal moves
3.3. Ending a game
3.4. Creating your first bot: the weakest Go AI imaginable
3.5. Speeding up game play with Zobrist hashing
3.6. Playing against your bot
3.7. Summary
Part 2. Machine learning and game AI
Chapter 4. Playing games with tree search
4.1. Classifying games
4.2. Anticipating your opponent with minimax search
4.3. Solving tic-tac-toe: a minimax example
4.4. Reducing search space with pruning
4.5. Evaluating game states with Monte Carlo tree search
4.6. Summary
Chapter 5. Getting started with neural networks
5.1. A simple use case: classifying handwritten digits
5.2. The basics of neural networks
5.3. Feed-forward networks
5.4. How good are our predictions? Loss functions and optimization
5.5. Training a neural network step-by-step in Python
5.6. Summary
Chapter 6. Designing a neural network for Go data
6.1. Encoding a Go game position for neural networks
6.2. Generating tree-search games as network training data
6.3. Using the Keras deep-learning library
6.4. Analyzing space with convolutional networks
6.5. Predicting Go move probabilities
6.6. Building deeper networks with dropout and rectified linear units
6.7. Putting it all together for a stronger Go move-prediction network
6.8. Summary
Chapter 7. Learning from data: a deep-learning bot
7.1. Importing Go game records
7.2. Preparing Go data for deep learning
7.3. Training a deep-learning model on human game-play data
7.4. Building more-realistic Go data encoders
7.5. Training efficiently with adaptive gradients
7.6. Running your own experiments and evaluating performance
7.7. Summary
Chapter 8. Deploying bots in the wild
8.1. Creating a move-prediction agent from a deep neural network
8.2. Serving your Go bot to a web frontend
8.3. Training and deploying a Go bot in the cloud
8.4. Talking to other bots: the Go Text Protocol
8.5. Competing against other bots locally
8.6. Deploying a Go bot to an online Go server
8.7. Summary
Chapter 9. Learning by practice: reinforcement learning
9.1. The reinforcement-learning cycle
9.2. What goes into experience?
9.3. Building an agent that can learn
9.4. Self-play: how a computer program practices
9.5. Summary
Chapter 10. Reinforcement learning with policy gradients
10.1. How random games can identify good decisions
10.2. Modifying neural network policies with gradient descent
10.3. Tips for training with self-play
10.4. Summary
Chapter 11. Reinforcement learning with value methods
11.1. Playing games with Q-learning
11.2. Q-learning with Keras
11.3. Summary
Chapter 12. Reinforcement learning with actor-critic methods
12.1. Advantage tells you which decisions are important
12.2. Designing a neural network for actor-critic learning
12.3. Playing games with an actor-critic agent
12.4. Training an actor-critic agent from experience data
12.5. Summary
Part 3. Greater than the sum of its parts
Chapter 13. AlphaGo: Bringing it all together
13.1. Training deep neural networks for AlphaGo
13.2. Bootstrapping self-play from policy networks
13.3. Deriving a value network from self-play data
13.4. Better search with policy and value networks
13.5. Practical considerations for training your own AlphaGo
13.6. Summary
Chapter 14. AlphaGo Zero: Integrating tree search with reinforcement learning
14.1. Building a neural network for tree search
14.2. Guiding tree search with a neural network
14.3. Training
14.4. Improving exploration with Dirichlet noise
14.5. Modern techniques for deeper neural networks
14.6. Exploring additional resources
14.7. Wrapping up
14.8. Summary
Vectors, matrices, and beyond: a linear algebra primer
Rank 3 tensors
Calculus in five minutes: derivatives and finding maxima
A bit of notation
The backpropagation algorithm for feed-forward networks
Backpropagation for sequential neural networks
Backpropagation for neural networks in general
Computational challenges with backpropagation
Go programs
Go servers
Model training on AWS
Hosting a bot on AWS over HTTP
Registering and activating your bot at OGS
Testing your OGS bot locally
Deploying your OGS bot on AWS
Appendix A. Mathematical foundations
Appendix B. The backpropagation algorithm
Appendix C. Go programs and servers
Appendix D. Training and deploying bots by using Amazon Web Services
Appendix E. Submitting a bot to the Online Go Server
Index
List of Figures
List of Tables
List of Listings
Search in book...
Toggle Font Controls
Playlists
Add To
Create new playlist
Name your new playlist
Playlist description (optional)
Cancel
Create playlist
Sign In
Email address
Password
Forgot Password?
Create account
Login
or
Continue with Facebook
Continue with Google
Sign Up
Full Name
Email address
Confirm Email Address
Password
Login
Create account
or
Continue with Facebook
Continue with Google
Prev
Previous Chapter
Cover
Next
Next Chapter
Copyright
Deep Learning and the Game of Go
Max Pumperla and Kevin Ferguson
Add Highlight
No Comment
..................Content has been hidden....................
You can't read the all page of ebook, please click
here
login for view all page.
Day Mode
Cloud Mode
Night Mode
Reset