000 | 06666nam a2200577 i 4500 | ||
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001 | 8555403 | ||
003 | IEEE | ||
005 | 20220712204926.0 | ||
006 | m o d | ||
007 | cr |n||||||||| | ||
008 | 181218s2018 mau ob 001 eng d | ||
010 | _z 2017059862 | ||
020 |
_a9780262347938 _qelectronic book |
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020 |
_z0262347938 _qelectronic book |
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020 |
_z9780262038409 _qhardcover |
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020 |
_z0262038404 _qhardcover |
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035 | _a(CaBNVSL)mat08555403 | ||
035 | _a(IDAMS)0b000064888bc0e6 | ||
040 |
_aCaBNVSL _beng _erda _cCaBNVSL _dCaBNVSL |
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050 | 4 |
_aQA76.87 _b.G49 2018eb |
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082 | 0 | 4 |
_a006.3 _223 |
100 | 1 |
_aGerrish, Sean, _eauthor. _925449 |
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245 | 1 | 0 |
_aHow smart machines think / _cSean Gerrish ; foreward by Kevin Scott. |
264 | 1 |
_aCambridge, Massachusetts : _bThe MIT Press, _c[2018] |
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264 | 2 |
_a[Piscataqay, New Jersey] : _bIEEE Xplore, _c[2018] |
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300 | _a1 PDF (xiv, 298 pages). | ||
336 |
_atext _2rdacontent |
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337 |
_aelectronic _2isbdmedia |
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338 |
_aonline resource _2rdacarrier |
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504 | _aIncludes bibliographical references and index. | ||
505 | 0 | _a1 -- 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 | |
506 | _aRestricted to subscribers or individual electronic text purchasers. | ||
520 | 8 | _aThe 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. | |
530 | _aAlso available in print. | ||
538 | _aMode of access: World Wide Web | ||
588 | 0 | _aOnline resource; title from PDF title page (EBSCOhost, viewed October 29, 2018). | |
650 | 0 |
_aNeural networks (Computer science) _93414 |
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650 | 0 |
_aMachine learning. _91831 |
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650 | 0 |
_aArtificial intelligence. _93407 |
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650 | 7 |
_aArtificial intelligence. _2fast _93407 |
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650 | 7 |
_aMachine learning. _2fast _91831 |
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650 | 7 |
_aNeural networks (Computer science) _2fast _93414 |
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655 | 4 |
_aElectronic books. _93294 |
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700 | 1 |
_aScott, Kevin, _ewriter of forward. _925450 |
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710 | 2 |
_aIEEE Xplore (Online Service), _edistributor. _925451 |
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710 | 2 |
_aMIT Press, _epublisher. _925452 |
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776 | 0 | 8 |
_iPrint version: _aGerrish, Sean. _tHow smart machines think. _dCambridge, MA : MIT Press, [2018] _z9780262038409 _w(DLC) 2017059862 _w(OCoLC)1020297678 |
830 | 0 |
_aBook collections on Project MUSE. _925453 |
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856 | 4 | 2 |
_3Abstract with links to resource _uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=8555403 |
942 | _cEBK | ||
999 |
_c73563 _d73563 |