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Driving Intelligence takes a critical and captivating tour of autonomous driving, a phenomenon at the intersection of data-driven platforms, artificial (general) intelligence and the mind. The journey extends from Europe to key areas such as Japan, China, and the US, recognizing the global impact of AI & autonomous driving on high-tech and automotive sectors. The significance of ‘Driving Intelligence’ resonates beyond specialized circles, encompassing a spectrum of perspectives – historical, economic, scientific, and philosophical. The book addresses the pressing question of success probabilities and socioeconomic impacts, not just for specialists but for a wider audience keen on understanding the evolution of AI and mobility in the 21st century. Avoiding partial insights into this domain, the book provides a comprehensive and multifaceted overview which will appeal to a diverse audience including business leaders and policymakers in the mobility and tech industries, governmental bodies, and the general public globally.
This book focuses on the widespread use of deep neural networks and their various techniques in session-based recommender systems (SBRS). It presents the success of using deep learning techniques in many SBRS applications from different perspectives. For this purpose, the concepts and fundamentals of SBRS are fully elaborated, and different deep learning techniques focusing on the development of SBRS are studied. The book is well-modularized, and each chapter can be read in a stand-alone manner based on individual interests and needs. In the first chapter of the book, definitions and concepts related to SBRS are reviewed, and a taxonomy of different SBRS approaches is presented, where the ch...
In this textbook the author takes as inspiration recent breakthroughs in game playing to explain how and why deep reinforcement learning works. In particular he shows why two-person games of tactics and strategy fascinate scientists, programmers, and game enthusiasts and unite them in a common goal: to create artificial intelligence (AI). After an introduction to the core concepts, environment, and communities of intelligence and games, the book is organized into chapters on reinforcement learning, heuristic planning, adaptive sampling, function approximation, and self-play. The author takes a hands-on approach throughout, with Python code examples and exercises that help the reader understa...
To select the most suitable simulation algorithm for a given task is often difficult. This is due to intricate interactions between model features, implementation details, and runtime environment, which may strongly affect the overall performance. An automated selection of simulation algorithms supports users in setting up simulation experiments without demanding expert knowledge on simulation. Roland Ewald analyzes and discusses existing approaches to solve the algorithm selection problem in the context of simulation. He introduces a framework for automatic simulation algorithm selection and describes its integration into the open-source modelling and simulation framework James II. Its selection mechanisms are able to cope with three situations: no prior knowledge is available, the impact of problem features on simulator performance is unknown, and a relationship between problem features and algorithm performance can be established empirically. The author concludes with an experimental evaluation of the developed methods.
Deep reinforcement learning has attracted considerable attention recently. Impressive results have been achieved in such diverse fields as autonomous driving, game playing, molecular recombination, and robotics. In all these fields, computer programs have taught themselves to understand problems that were previously considered to be very difficult. In the game of Go, the program AlphaGo has even learned to outmatch three of the world’s leading players.Deep reinforcement learning takes its inspiration from the fields of biology and psychology. Biology has inspired the creation of artificial neural networks and deep learning, while psychology studies how animals and humans learn, and how sub...
The New York Times–bestselling author of Rise of the Robots shows what happens as AI takes over our lives If you have a smartphone, you have AI in your pocket. AI is impossible to avoid online. And it has already changed everything from how doctors diagnose disease to how you interact with friends or read the news. But in Rule of the Robots, Martin Ford argues that the true revolution is yet to come. In this sequel to his prescient New York Times bestseller Rise of the Robots, Ford presents us with a striking vision of the very near future. He argues that AI is a uniquely powerful technology that is altering every dimension of human life, often for the better. For example, advanced science...
What Is Long Short Term Memory Long short-term memory, often known as LSTM, is a type of artificial neural network that is utilized in the domains of deep learning and artificial intelligence. LSTM neural networks have feedback connections, in contrast to more traditional feedforward neural networks. This type of recurrent neural network, commonly known as an RNN, is capable of processing not only individual data points but also complete data sequences. Because of this property, LSTM networks are particularly well-suited for the processing and forecasting of data. For instance, LSTM can be used to perform tasks such as connected unsegmented handwriting identification, speech recognition, mac...
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Over the past decade or so, neural computation has emerged as a research area with active involvement by researchers from a number of different disciplines, including computer science, engineering, mathematics, neurobiology, physics, and statistics. The workshop brought together researchers with a diverse background to review the current status of neural computation research. Three aspects of neural computation have been emphasized: neuroscience aspects, computational and Mathematical aspects, and statistical physics aspects. This book contains 28 contributions from frontier researchers in these fields. Thoroughly re-edited, and in some cases revised post-workshop, these papers collated into this review volume provide a top-class reference summary of the state-of-the-art work done in this field.
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