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Keras Reinforcement Learning Projects - Giuseppe Ciaburro

Keras Reinforcement Learning Projects

9 projects exploring popular reinforcement learning techniques to build self-learning agents
Buch | Softcover
288 Seiten
2018
Packt Publishing Limited (Verlag)
978-1-78934-209-3 (ISBN)
CHF 69,80 inkl. MwSt
Keras Reinforcement Learning Projects book teaches you essential concept, techniques and, models of reinforcement learning using best real-world demonstrations. You will explore popular algorithms such as Markov decision process, Monte Carlo, Q-learning making you equipped with complex statistics in various projects with the help of Keras
A practical guide to mastering reinforcement learning algorithms using Keras

Key Features

Build projects across robotics, gaming, and finance fields, putting reinforcement learning (RL) into action
Get to grips with Keras and practice on real-world unstructured datasets
Uncover advanced deep learning algorithms such as Monte Carlo, Markov Decision, and Q-learning

Book DescriptionReinforcement learning has evolved a lot in the last couple of years and proven to be a successful technique in building smart and intelligent AI networks. Keras Reinforcement Learning Projects installs human-level performance into your applications using algorithms and techniques of reinforcement learning, coupled with Keras, a faster experimental library.

The book begins with getting you up and running with the concepts of reinforcement learning using Keras. You’ll learn how to simulate a random walk using Markov chains and select the best portfolio using dynamic programming (DP) and Python. You’ll also explore projects such as forecasting stock prices using Monte Carlo methods, delivering vehicle routing application using Temporal Distance (TD) learning algorithms, and balancing a Rotating Mechanical System using Markov decision processes.

Once you’ve understood the basics, you’ll move on to Modeling of a Segway, running a robot control system using deep reinforcement learning, and building a handwritten digit recognition model in Python using an image dataset. Finally, you’ll excel in playing the board game Go with the help of Q-Learning and reinforcement learning algorithms.

By the end of this book, you’ll not only have developed hands-on training on concepts, algorithms, and techniques of reinforcement learning but also be all set to explore the world of AI.

What you will learn

Practice the Markov decision process in prediction and betting evaluations
Implement Monte Carlo methods to forecast environment behaviors
Explore TD learning algorithms to manage warehouse operations
Construct a Deep Q-Network using Python and Keras to control robot movements
Apply reinforcement concepts to build a handwritten digit recognition model using an image dataset
Address a game theory problem using Q-Learning and OpenAI Gym

Who this book is forKeras Reinforcement Learning Projects is for you if you are data scientist, machine learning developer, or AI engineer who wants to understand the fundamentals of reinforcement learning by developing practical projects. Sound knowledge of machine learning and basic familiarity with Keras is useful to get the most out of this book

Giuseppe Ciaburro holds a PhD in environmental technical physics and two master's degrees. His research focuses on machine learning applications in the study of urban sound environments. He works at Built Environment Control Laboratory – Università degli Studi della Campania Luigi Vanvitelli (Italy). He has over 15 years of work experience in programming (in Python, R, and MATLAB), first in the field of combustion and then in acoustics and noise control. He has several publications to his credit.

Table of Contents

Overview of Keras Reinforcement Learning
Simulating random walks
Optimal Portfolio Selection
Forecasting stock market prices
Delivery Vehicle Routing Application
Prediction and Betting Evaluations of coin flips using Markov decision processes
Build an optimized vending machine using Dynamic Programming
Robot control system using Deep Reinforcement Learning
Handwritten Digit Recognizer
Playing the board game Go  
What is next?

Erscheinungsdatum
Verlagsort Birmingham
Sprache englisch
Maße 75 x 93 mm
Themenwelt Informatik Theorie / Studium Künstliche Intelligenz / Robotik
ISBN-10 1-78934-209-0 / 1789342090
ISBN-13 978-1-78934-209-3 / 9781789342093
Zustand Neuware
Informationen gemäß Produktsicherheitsverordnung (GPSR)
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