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006m d
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020 ▼a 9780262347938 ▼q (electronic bk.)
020 ▼a 0262347938 ▼q (electronic bk.)
020 ▼z 9780262038409
020 ▼z 0262038404
035 ▼a 1910393 ▼b (N$T)
035 ▼a (OCoLC)1056624834
040 ▼a N$T ▼b eng ▼e rda ▼e pn ▼c N$T ▼d YDX ▼d 248032
049 ▼a MAIN
050 4 ▼a QA76.87 ▼b .G49 2018eb
072 7 ▼a COM ▼x 000000 ▼2 bisacsh
08204 ▼a 006.3 ▼2 23
1001 ▼a Gerrish, Sean, ▼e author.
24510 ▼a How smart machines think / ▼c Sean Gerrish. ▼h [electronic resource]
260 1 ▼a Cambridge, MA : ▼b MIT Press, ▼c [2018]
300 ▼a 1 online resource.
336 ▼a text ▼b txt ▼2 rdacontent
337 ▼a computer ▼b c ▼2 rdamedia
338 ▼a online resource ▼b cr ▼2 rdacarrier
504 ▼a Includes bibliographical references and index.
5208 ▼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.
5880 ▼a Print version record.
590 ▼a Added to collection customer.56279.3
650 0 ▼a Neural networks (Computer science)
650 0 ▼a Machine learning.
650 0 ▼a Artificial intelligence.
650 7 ▼a Artificial intelligence. ▼2 fast ▼0 (OCoLC)fst00817247
650 7 ▼a Machine learning. ▼2 fast ▼0 (OCoLC)fst01004795
650 7 ▼a Neural networks (Computer science) ▼2 fast ▼0 (OCoLC)fst01036260
650 7 ▼a COMPUTERS / Neural Networks. ▼2 bisacsh
650 7 ▼a COMPUTERS / General ▼2 bisacsh
655 4 ▼a Electronic books.
77608 ▼i Print version: ▼a Gerrish, Sean. ▼t How smart machines think. ▼d Cambridge, MA : MIT Press, [2018] ▼z 9780262038409 ▼w (DLC) 2017059862 ▼w (OCoLC)1020297678
85640 ▼3 EBSCOhost ▼u http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=1910393
938 ▼a YBP Library Services ▼b YANK ▼n 15748477
938 ▼a EBSCOhost ▼b EBSC ▼n 1910393
990 ▼a 관리자
994 ▼a 92 ▼b N$T