Start with the basics of reinforcement learning and explore deep learning concepts such as deep Q-learning, deep recurrent Q-networks, and policy-based methods with this practical guide Key FeaturesUse TensorFlow to write reinforcement learning agents for performing challenging tasksLearn how to solve finite Markov decision problemsTrain models to understand popular video games like BreakoutBook Description Various intelligent applications such as video games, inventory management software, warehouse robots, and translation tools use reinforcement learning (RL) to make decisions and perform actions that maximize the probability of the desired outcome. This book will help you to get to grips with the techniques and the algorithms for implementing RL in your machine learning models. Starting with an introduction to RL, you’ll be guided through different RL environments and frameworks. You’ll learn how to implement your own custom environments and use OpenAI baselines to run RL algorithms. Once you’ve explored classic RL techniques such as Dynamic Programming, Monte Carlo, and TD Learning, you’ll understand when to apply the different deep learning methods in RL and advance to deep Q-learning. The book will even help you understand the different stages of machine-based problem-solving by using DARQN on a popular video game Breakout. Finally, you’ll find out when to use a policy-based method to tackle an RL problem. By the end of The Reinforcement Learning Workshop, you’ll be equipped with the knowledge and skills needed to solve challenging problems using reinforcement learning. What you will learnUse OpenAI Gym as a framework to implement RL environmentsFind out how to define and implement reward functionExplore Markov chain, Markov decision process, and the Bellman equationDistinguish between Dynamic Programming, Monte Carlo, and Temporal Difference LearningUnderstand the multi-armed bandit problem and explore various strategies to solve itBuild a deep Q model network for playing the video game BreakoutWho this book is for If you are a data scientist, machine learning enthusiast, or a Python developer who wants to learn basic to advanced deep reinforcement learning algorithms, this workshop is for you. A basic understanding of the Python language is necessary.
The study of Homeric imitations in Vergil has one of the longest traditions in Western culture, starting from the very moment the Aeneid was circulated. Homeric Effects in Vergil's Narrative is the first English translation of one of the most important and influential modern studies in this tradition. In this revised and expanded edition, Alessandro Barchiesi advances innovative approaches even as he recuperates significant earlier interpretations, from Servius to G. N. Knauer. Approaching Homeric allusions in the Aeneid as "narrative effects" rather than glimpses of the creative mind of the author at work, Homeric Effects in Vergil's Narrative demonstrates how these allusions generate hesitations and questions, as well as insights and guidance, and how they participate in the creation of narrative meaning. The book also examines how layers of competing interpretations in Homer are relevant to the Aeneid, revealing again the richness of the Homeric tradition as a component of meaning in the Aeneid. Finally, Homeric Effects in Vergil's Narrative goes beyond previous studies of the Aeneid by distinguishing between two forms of Homeric intertextuality: reusing a text as an individual model or as a generic matrix. For this edition, a new chapter has been added, and in a new afterword the author puts the book in the context of changes in the study of Latin literature and intertextuality. A masterful work of classical scholarship, Homeric Effects in Vergil's Narrative also has valuable insights for the wider study of imitation, allusion, intertextuality, epic, and literary theory.
Machine Learning: A Constraint-Based Approach, Second Edition provides readers with a refreshing look at the basic models and algorithms of machine learning, with an emphasis on current topics of interest that include neural networks and kernel machines. The book presents the information in a truly unified manner that is based on the notion of learning from environmental constraints. It draws a path towards deep integration with machine learning that relies on the idea of adopting multivalued logic formalisms, such as in fuzzy systems. Special attention is given to deep learning, which nicely fits the constrained-based approach followed in this book.The book presents a simpler unified notion of regularization, which is strictly connected with the parsimony principle, including many solved exercises that are classified according to the Donald Knuth ranking of difficulty, which essentially consists of a mix of warm-up exercises that lead to deeper research problems. A software simulator is also included. - Presents, in a unified manner, fundamental machine learning concepts, such as neural networks and kernel machines - Provides in-depth coverage of unsupervised and semi-supervised learning, with new content in hot growth areas such as deep learning - Includes a software simulator for kernel machines and learning from constraints that also covers exercises to facilitate learning - Contains hundreds of solved examples and exercises chosen particularly for their progression of difficulty from simple to complex - Supported by a free, downloadable companion book designed to facilitate students' acquisition of experimental skills
The past forty years have seen a wide proliferation of disputes under international law concerning cultural heritage. These have included the restitution of stolen art objects or the protection of monuments. Unlike other fields of international law, international cultural heritage law does not have an ad hoc mechanism of dispute settlement. As a result, controversies are to be settled through negotiation or, if it fails, through existing dispute resolution means. This can result in similar cases being settled in different ways, thereby bringing about an incoherent and fragmentary enforcement of the law. This book offers a comprehensive and innovative analysis of the settlement of cultural heritage disputes. This examination is two-fold. First, it assesses the existing legal framework and the available dispute settlement means. Second, it explores the feasibility of two solutions for overcoming the lack of a specialized forum. The first is the establishment of a new international court. The second concerns existing judicial and extra-judicial fora and their interaction through the practice of 'cross-fertilization'. The book focuses on the substance of such interaction, and identifies a number of culturally-sensitive parameters (the 'common rules of adjudication'). It argues that existing judicial and non-judicial fora should adopt a cross-fertilizing perspective to use and disseminate jurisprudence containing these common rules of adjudication. It sets out how such an approach would enhance the effectiveness and coherence of decision-making processes and would be conducive to the development of a lex culturalis. This can be defined as a composite body of rules designed to protect cultural heritage by excluding the mechanical application of the norms established for standard business transactions of ordinary goods.
Filling a significant gap in the historiography, the essays in this volume show that debt slavery has played a crucial role in the economic history of numerous societies which continues even today.
Surrealism Beyond Borders challenges conventional narratives of a revolutionary artistic, literary, and philosophical movement. Tracing Surrealism's influence and legacy from the 1920s to the late 1970s in places as geographically diverse as Colombia, Czechoslovakia, Egypt, Japan, Korea, Mexico, the Philippines, Romania, Syria, Thailand, and Turkey, this publication includes more than 300 works of art in a variety of media by well-known figures—including Dalí, Ernst, Kahlo, Magritte, and Miró—as well as numerous artists who are less widely known. Contributions from more than forty distinguished international scholars explore the network of Surrealist exchange and collaboration, artists' responses to the challenges of social and political unrest, and the experience of displacement and exile in the twentieth century. The multiple narratives addressed in this expansive book move beyond the borders of history, geography, and nationality to provocatively redraw the map of Surrealism.
This book provides an introduction to the computational and complex systems modeling of the global spreading of infectious diseases. The latest developments in the area of contagion processes modeling are discussed, and readers are exposed to real world examples of data-model integration impacting the decision-making process. Recent advances in computational science and the increasing availability of real-world data are making it possible to develop realistic scenarios and real-time forecasts of the global spreading of emerging health threats. The first part of the book guides the reader through sophisticated complex systems modeling techniques with a non-technical and visual approach, explaining and illustrating the construction of the modern framework used to project the spread of pandemics and epidemics. Models can be used to transform data to knowledge that is intuitively communicated by powerful infographics and for this reason, the second part of the book focuses on a set of charts that illustrate possible scenarios of future pandemics. The visual atlas contained allows the reader to identify commonalities and patterns in emerging health threats, as well as explore the wide range of models and data that can be used by policy makers to anticipate trends, evaluate risks and eventually manage future events. Charting the Next Pandemic puts the reader in the position to explore different pandemic scenarios and to understand the potential impact of available containment and prevention strategies. This book emphasizes the importance of a global perspective in the assessment of emerging health threats and captures the possible evolution of the next pandemic, while at the same time providing the intelligence needed to fight it. The text will appeal to a wide range of audiences with diverse technical backgrounds.
Start with the basics of reinforcement learning and explore deep learning concepts such as deep Q-learning, deep recurrent Q-networks, and policy-based methods with this practical guide Key FeaturesUse TensorFlow to write reinforcement learning agents for performing challenging tasksLearn how to solve finite Markov decision problemsTrain models to understand popular video games like BreakoutBook Description Various intelligent applications such as video games, inventory management software, warehouse robots, and translation tools use reinforcement learning (RL) to make decisions and perform actions that maximize the probability of the desired outcome. This book will help you to get to grips with the techniques and the algorithms for implementing RL in your machine learning models. Starting with an introduction to RL, you’ll be guided through different RL environments and frameworks. You’ll learn how to implement your own custom environments and use OpenAI baselines to run RL algorithms. Once you’ve explored classic RL techniques such as Dynamic Programming, Monte Carlo, and TD Learning, you’ll understand when to apply the different deep learning methods in RL and advance to deep Q-learning. The book will even help you understand the different stages of machine-based problem-solving by using DARQN on a popular video game Breakout. Finally, you’ll find out when to use a policy-based method to tackle an RL problem. By the end of The Reinforcement Learning Workshop, you’ll be equipped with the knowledge and skills needed to solve challenging problems using reinforcement learning. What you will learnUse OpenAI Gym as a framework to implement RL environmentsFind out how to define and implement reward functionExplore Markov chain, Markov decision process, and the Bellman equationDistinguish between Dynamic Programming, Monte Carlo, and Temporal Difference LearningUnderstand the multi-armed bandit problem and explore various strategies to solve itBuild a deep Q model network for playing the video game BreakoutWho this book is for If you are a data scientist, machine learning enthusiast, or a Python developer who wants to learn basic to advanced deep reinforcement learning algorithms, this workshop is for you. A basic understanding of the Python language is necessary.
Mit eLa rete di Arachneae ist den Herausgebern eine hochst erfreuliche Publikation gelungen, die sich in Konzept und Inhalt wohltuend von manch anderem Produkt zu Internet und Altertumswissenschaft unterscheidet." Gymnasium "Die Auswahl der Beitrage ist sowohl hinsichtlich ihrer geographischen Streuung als auch hinsichtlich ihrer fachlichen Bandbreite als sehr gelungen zu betrachten. Wer sich uber den aktuellen Stand verschiedener internationaler IKT-Projekte im Bereich der Altertumswissenschaften und des altsprachlichen Unterrichts und die Einsatzmoglichkeiten moderner Medien in unserer Disziplin informieren oder Anregungen fur eigene Projekte finden mochte, wird diesen Band sicher mit groaem Gewinn lesen." Plekos Inhalt: M. Alperowitz: Midas and the Golden Touch C. Bertagna: Utilite et usages des nouvelles technologies pour les langues anciennes S. Jenks: Geschichte und Netz L. Landi: Multimedialita e interattivita nella didattica del Latino R. Latousek: The Globalization of Classical Computing P. Mastandrea / L. Mondin / L. Tessarolo / F. Boschetti: Attivita del Laboratorio di Informatica Umanistica della Facolta di Lettere, Universita Ca'Foscari di Venezia A. Meurant / J. Poucet / J. Schumacher: Outils electroniques et etudes classiques a Louvain-la Neuve J. Morgan: Computanda Britannica C. Neri: Esperienze di addestramento all'uso delle nuove tecnologie all'Universita di Bologna D. Pellacani: L'uso del computer nella didattica del latino M. Pilar Rivero: Internet y la ensenanza de las ciencias de la Antiguedad en las universidades espanolas K. Ruffing: Elektronische Ressourcen in der Papyrologie L. Salvioni: Software e Liberta C. Salvaterra: Bytes loquuntur, Esperienze di addestramento all'uso delle nuove tecnologie all'Universita di Bologna U. Schmitzer: Und man braucht sie doch: Internet und EDV in Lehre und Forschung auf dem Gebiet der Antike D. Stenta: Storia antica e videogliochi . (Franz Steiner 2000)
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