aiqbench analysis
This article primarily discusses reinforcement learning techniques applied to game environments like Chess and Go, serving as a foundational resource for understanding how machines achieve superhuman performance in specific domains. While it touches on broader AI concepts, the core subject matter remains strictly within the realm of machine learning algorithms and their application to strategic games rather than general-purpose AI or quantum technologies.
Learning to Play: Reinforcement Learning and Games
arXiv:2610.17391v1 Announce Type: new Abstract: Amazing breakthroughs in reinforcement learning have taken place. Computers teach themselves to play Chess and Go and beat world champions. There is talk about expanding application areas towards general artificial intelligence (AI). The breakthroughs in Backgammon, Checkers, Chess, Atari, Go, Poker, and StarCraft have shown that we can build machines that exhibit intelligent game playing of the highest level. These successes have been widely publicized in the media, and inspire AI entrepreneurs and scientists alike. Reinforcement learning in games has become a mainstream AI research topic. It is a broad topic, and the successes build on a range of diverse techniques, from exact planning algorithms, to adaptive sampling, deep function approximation, and ingenious self-play methods. Perhaps because of the breadth of these technologies, or because of the recency of the breakthroughs, there are few books that explain these methods in depth. This book covers all methods in one comprehensive volume, explaining the latest research, bringing you as close as possible to working implementations, with many references to the original research papers. The programming examples in this book are in Python, the language in which most current reinforcement learning research is conducted. We help you to get started with machine learning frameworks such as Gym, TensorFlow, and Keras, and provide exercises to help understand how AI is learning to play.
Abstract:Amazing breakthroughs in reinforcement learning have taken place. Computers teach themselves to play Chess and Go and beat world champions. There is talk about expanding application areas towards general artificial intelligence (AI). The breakthroughs in Backgammon, Checkers, Chess, Atari, Go, Poker, and StarCraft have shown that we can build machines that exhibit intelligent game playing of the highest level. These successes have been widely publicized in the media, and inspire AI entrepreneurs and scientists alike. Reinforcement learning in games has become a mainstream AI research topic. It is a broad topic, and the successes build on a range of diverse techniques, from exact planning algorithms, to adaptive sampling, deep function approximation, and ingenious self-play methods. Perhaps because of the breadth of these technologies, or because of the recency of the breakthroughs, there are few books that explain these methods in depth. This book covers all methods in one comprehensive volume, explaining the latest research, bringing you as close as possible to working implementations, with many references to the original research papers. The programming examples in this book are in Python, the language in which most current reinforcement learning research is conducted. We help you to get started with machine learning frameworks such as Gym, TensorFlow, and Keras, and provide exercises to help understand how AI is learning to play.
Artificial Intelligence (cs.AI)
arXiv:2610.17391 [cs.AI]
(or arXiv:2610.17391v1 [cs.AI] for this version)
https://doi.org/10.48550/arXiv.2610.17391 Focus to learn more arXiv-issued DOI via DataCite (pending registration)
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Full text under the publisher's open licence · 313 words
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