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How Smart Machines Think /

The future is here: Self-driving cars are on the streets, an algorithm gives you movie and TV recommendations, IBM's Watson triumphed on Jeopardy over puny human brains, computer programs can be trained to play Atari games. But how do all these thingswork? In this book, Sean Gerrish offers an e...

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Detalles Bibliográficos
Autor principal: Gerrish, Sean (Autor)
Otros Autores: Scott, Kevin (writer of forward.)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Cambridge, MA : The MIT Press, [2018]
Colección:Book collections on Project MUSE.
Temas:
Acceso en línea:Texto completo

MARC

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245 1 0 |a How Smart Machines Think /   |c Sean Gerrish ; foreward by Kevin Scott. 
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505 0 |a 1. The Secret of the Automaton; The Flute Player; Today's Automata; The Swing of a Pendulum; Automata We'll Discuss in this Book; 2. Self-Driving Cars and the DARPA Grand Challenge; The 1 Million Race in the Desert; How to Build a Self-Driving Car; Planning a Path; Path Search; Navigation; The Winner of the Grand Challenge; A Failed Race; 3. Keeping within the Lanes: Perception in Self-Driving Cars; The Second Grand Challenge; Machine Learning in Self-Driving Cars; Stanley's Architecture; Avoiding Obstacles; Finding the Road's Edges Seeing the RoadPath Planning; How Parts of Stanley's Brain Talked to Each Other; 4. Yielding at Intersections: The Brain of a Self-Driving Car; The Urban Challenge; Perceptual Abstraction; The Race; Boss's Higher-Level Reasoning Layer; Getting Past Traffic Jams; Three-Layer Architectures; Classifying the Objects Seen by Self-Driving Cars; Self-Driving Cars are Complicated Systems; The Trajectory of Self-Driving Cars; 5. Netflix and the Recommendation-Engine Challenge; A Million-Dollar Grand Prize; The Contenders; How to Train a Classifier; The Goals of the Competition; A Giant Ratings Matrix Matrix FactorizationThe First Year Ends; 6. Ensembles of Teams: The Netflix Prize Winners; Closing the Gap between Contenders; The End of the First Year; Predictions Over Time; Overfitting; Model Blending; The Second Year; The Final Year; After the Competition; 7. Teaching Computers by Giving Them Treats; DeepMind Plays Atari; Reinforcement Learning; Instructions to the Agent; Programming the Agent; How the Agent Sees the World; Nuggets of Experience; Playing Atari with Reinforcement Learning; 8. How to Beat Atari Games by Using Neural Networks; Neural Information Processing Systems Approximation, Not PerfectionNeural Networks as Mathematical Functions; The Architecture of an Atari-Playing Neural Network; Digging Deeper into Neural Networks; 9. Artificial Neural Networks' View of the World; The Mystique of Artificial Intelligence; The Automaton Chess Player, or the Turk; Misdirection in Neural Networks; Recognizing Objects in Images; Overfitting; ImageNet; Convolutional Neural Networks; Why "Deep" Networks?; Data Bottlenecks; 10. Looking Under the Hood of Deep Neural Networks; Computer-Generated Images; Squashing Functions; ReLU Activation Functions; Android Dreams 11. Neural Networks that Can Hear, Speak, and RememberWhat It Means for a Machine to "Understand"; Deep Speech II; Recurrent Neural Networks; Generating Captions for Images; Long Short-Term Memory; Adversarial Data; 12. Understanding Natural Language (and Jeopardy! Questions); Publicity Stunt or Boon to AI Research?; IBM Watson; Challenges in Beating Jeopardy; Long Lists of Facts; The Jeopardy Challenge is Born; DeepQA; Question Analysis; How Watson Interprets a Sentence; 13. Mining the Best Jeopardy! Answer; The Basement Baseline; Candidate Generation; Searching for Answers 
520 8 |a The future is here: Self-driving cars are on the streets, an algorithm gives you movie and TV recommendations, IBM's Watson triumphed on Jeopardy over puny human brains, computer programs can be trained to play Atari games. But how do all these thingswork? In this book, Sean Gerrish offers an engaging and accessible overview of the breakthroughs in artificial intelligence and machine learning that have made today's machines so smart. Gerrish outlines some of the key ideas that enable intelligent machines to perceive and interact with the world. He describes the software architecture that allows self-driving cars to stay on the road and to navigate crowded urban environments; the million-dollar Netflix competition for a better recommendation engine (which had an unexpected ending); and how programmers trained computers to perform certain behaviors by offering them treats, as if they were training a dog. He explains how artificial neural networks enable computers to perceive the world-and to play Atari video games better than humans. He explains Watson's famous victory on Jeopardy, and he looks at how computers play games, describing AlphaGo and Deep Blue, which beat reigning world champions at the strategy games of Go and chess. Computers have not yet mastered everything, however; Gerrish outlines the difficulties in creating intelligent agents that can successfully play video games like StarCraft that have evaded solution-at least for now. 
588 |a Description based on print version record. 
650 7 |a Neural networks (Computer science)  |2 fast  |0 (OCoLC)fst01036260 
650 7 |a Machine learning.  |2 fast  |0 (OCoLC)fst01004795 
650 7 |a Artificial intelligence.  |2 fast  |0 (OCoLC)fst00817247 
650 7 |a COMPUTERS  |x General.  |2 bisacsh 
650 7 |a COMPUTERS  |x Neural Networks.  |2 bisacsh 
650 7 |a artificial intelligence.  |2 aat 
650 6 |a Intelligence artificielle. 
650 6 |a Apprentissage automatique. 
650 6 |a Reseaux neuronaux (Informatique) 
650 2 |a Artificial Intelligence 
650 2 |a Neural Networks, Computer 
650 0 |a Artificial intelligence. 
650 0 |a Machine learning. 
650 0 |a Neural networks (Computer science) 
655 7 |a Electronic books.   |2 local 
700 1 |a Scott, Kevin,  |e writer of forward. 
710 2 |a Project Muse.  |e distributor 
830 0 |a Book collections on Project MUSE. 
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