Artificial Intelligence for Simple Games
Artificial Intelligence for Simple Games, available at $89.99, has an average rating of 3.95, with 128 lectures, based on 262 reviews, and has 2720 subscribers.
You will learn about SOLVE THE TRAVELLING SALESMAN PROBLEM Understand and implement Genetic Algorithms Get the general AI framework Understand how to use this tool to your own projects SOLVE A COMPLEX MAZE Understand and implement Q-Learning Get the right Q-Learning intuition Understand how to use this tool to your own projects SOLVE MOUNTAIN CAR FROM OPENAI GYM Understand and implement Deep Q-Learning Build Artificial Neural Networks with Keras Use the environments provided in OpenAI Gym Understand how to use this tool to your own projects SOLVE SNAKE Understand and implement Deep Convolutional Q-Learning Build Convolutional Neural Networks with Keras Understand how to use this tool to your own projects This course is ideal for individuals who are Anyone interested in beginning their AI journey or Anyone interested in creating an AI for games or Anyone looking for flexible tools to solve many kinds of Artificial Intelligence problems or A data science enthusiast looking to expand their knowledge of AI It is particularly useful for Anyone interested in beginning their AI journey or Anyone interested in creating an AI for games or Anyone looking for flexible tools to solve many kinds of Artificial Intelligence problems or A data science enthusiast looking to expand their knowledge of AI.
Enroll now: Artificial Intelligence for Simple Games
Summary
Title: Artificial Intelligence for Simple Games
Price: $89.99
Average Rating: 3.95
Number of Lectures: 128
Number of Published Lectures: 120
Number of Curriculum Items: 128
Number of Published Curriculum Objects: 120
Original Price: $199.99
Quality Status: approved
Status: Live
What You Will Learn
- SOLVE THE TRAVELLING SALESMAN PROBLEM
- Understand and implement Genetic Algorithms
- Get the general AI framework
- Understand how to use this tool to your own projects
- SOLVE A COMPLEX MAZE
- Understand and implement Q-Learning
- Get the right Q-Learning intuition
- Understand how to use this tool to your own projects
- SOLVE MOUNTAIN CAR FROM OPENAI GYM
- Understand and implement Deep Q-Learning
- Build Artificial Neural Networks with Keras
- Use the environments provided in OpenAI Gym
- Understand how to use this tool to your own projects
- SOLVE SNAKE
- Understand and implement Deep Convolutional Q-Learning
- Build Convolutional Neural Networks with Keras
- Understand how to use this tool to your own projects
Who Should Attend
- Anyone interested in beginning their AI journey
- Anyone interested in creating an AI for games
- Anyone looking for flexible tools to solve many kinds of Artificial Intelligence problems
- A data science enthusiast looking to expand their knowledge of AI
Target Audiences
- Anyone interested in beginning their AI journey
- Anyone interested in creating an AI for games
- Anyone looking for flexible tools to solve many kinds of Artificial Intelligence problems
- A data science enthusiast looking to expand their knowledge of AI
Ever wish you could harness the power of Deep Learning and Machine Learning to craft intelligent bots built for gaming?
If you’re looking for a creative way to dive into Artificial Intelligence, then ‘Artificial Intelligence for Simple Games’ is your key to building lasting knowledge.
Learn and test your AI knowledge of fundamental DL and ML algorithms using the fun and flexible environment of simple games such as Snake, the Travelling Salesman problem, mazes and more.
1. Whether you’re an absolute beginner or seasoned Machine Learning expert, this course provides a solid foundation of the basic and advanced concepts you need to build AI within a gaming environment and beyond.
2. Key algorithms and concepts covered in this course include: Genetic Algorithms, Q-Learning, Deep Q-Learning with both Artificial Neural Networks and Convolutional Neural Networks.
3. Dive into SuperDataScience’s much-loved, interactive learning environment designed to build knowledge and intuition gradually with practical, yet challenging case studies.
4. Code flexibility means that students will be able to experiment with different game scenarios and easily apply their learning to business problems outside of the gaming industry.
‘AI for Simple Games’ Curriculum
Section #1 — Dive into Genetic Algorithms by applying the famous Travelling Salesman Problem to an intergalactic game. The challenge will be to build a spaceship that travels across all planets in the shortest time possible!
Section #2 — Learn the foundations of the model-free reinforcement learning algorithm, Q-Learning. Develop intuition and visualization skills, and try your hand at building a custom maze and design an AI able to find its way out.
Section #3 — Go deep with Deep Q-Learning. Explore the fantastic world of Neural Networks using the OpenAI Gym development environment and learn how to build AIs for many other simple games!
Section #4 — Finish off the course by building your very own version of the classic game, Snake! Here you’ll utilize Convolutional Neural Networks by building an AI that mimics the same behavior we see when playing Snake.
Course Curriculum
Chapter 1: Installation
Lecture 1: Installing Anaconda
Chapter 2: Get the materials
Lecture 1: Get the materials
Lecture 2: EXTRA: Learning Path
Chapter 3: Genetic Algorithms Intuition
Lecture 1: Plan of Attack
Lecture 2: The DNA
Lecture 3: The Fitness Function
Lecture 4: The Population
Lecture 5: The Selection
Lecture 6: The Crossover
Lecture 7: The Mutation
Chapter 4: Genetic Algorithms Practical
Lecture 1: Step 1 – The Introduction
Lecture 2: Step 2 – Importing the libraries
Lecture 3: Step 3 – Creating the bots
Lecture 4: Step 4 – Initializing the random DNA
Lecture 5: Step 5 – Building the Crossover method
Lecture 6: Step 6 – Random Partial Mutations 1
Lecture 7: Step 7 – Random Partial Mutations 2
Lecture 8: Step 8 – Initializing the main code
Lecture 9: Step 9 – Creating the first population
Lecture 10: Step 10 – Starting the main loop
Lecture 11: Step 11 – Evaluating the population
Lecture 12: Step 12 – Sorting the population
Lecture 13: Step 13 – Adding best previous bots to the population
Lecture 14: Step 14 – Filling in the rest of the population
Lecture 15: Step 15 – Displaying the results
Lecture 16: Step 16 – Running the code
Chapter 5: Q-Learning
Lecture 1: Q-Learning Intuition: Plan of Attack
Lecture 2: Q-Learning Intuition: What is Reinforcement Learning?
Lecture 3: Q-Learning Intuition: The Bellman Equation
Lecture 4: Q-Learning Intuition: The Plan
Lecture 5: Q-Learning Intuition: Markov Decision Process
Lecture 6: Q-Learning Intuition: Policy vs Plan
Lecture 7: Q-Learning Intuition: Living Penalty
Lecture 8: Q-Learning Intuition: Q-Learning Intuition
Lecture 9: Q-Learning Intuition: Temporal Difference
Lecture 10: Q-Learning Intuition: Q-Learning Visualization
Chapter 6: Q-Learning Practical
Lecture 1: Step 1 – Introduction
Lecture 2: Step 2 – Importing the libraries
Lecture 3: Step 3 – Defining the parameters
Lecture 4: Step 4 – Environment and Q-Table initialization
Lecture 5: Step 5 – Preparing the Q-Learning process 1
Lecture 6: Step 6 – Preparing the Q-Learning process 2
Lecture 7: Step 7 – Starting the Q-Learning process
Lecture 8: Step 8 – Getting all playable actions
Lecture 9: Step 9 – Playing a random action
Lecture 10: Step 10 – Updating the Q-Value
Lecture 11: Step 11 – Displaying the results
Lecture 12: Step 12 – Running the code
Chapter 7: Deep Q-Learning with ANNs
Lecture 1: Deep Q-Learning Intuition: Plan of Attack
Lecture 2: Deep Q-Learning Intuition: Step 1
Lecture 3: Deep Q-Learning Intuition: Step 2
Lecture 4: Deep Q-Learning Intuition: Experience Replay
Lecture 5: Deep Q-Learning Intuition: Action Selection Policies
Chapter 8: Deep Q-Learning Practical
Lecture 1: Step 1 – Introduction
Lecture 2: Step 2 – Brain – Importing the libraries
Lecture 3: Step 3 – Brain – Building the Brain class
Lecture 4: Step 4 – Brain – Creating the Neural Network
Lecture 5: Step 5 – DQN Memory – Initializing the Experience Replay Memory
Lecture 6: Step 6 – DQN Memory – Remembering new experience
Lecture 7: Step 7 – DQN Memory – Getting the batches of inputs and targets
Lecture 8: Step 8 – DQN Memory – Initializing the inputs and the targets
Lecture 9: Step 9 – DQN Memory – Extracting transitions from random experiences
Lecture 10: Step 10 – DQN Memory – Updating the inputs and the targets
Lecture 11: Step 11 – Training – Importing the libraries
Lecture 12: Step 12 – Training – Setting the parameters
Lecture 13: Step 13 – Training – Initializing the environment, the brain and dqn
Lecture 14: Step 14 – Training – Starting the main loop
Lecture 15: Step 15 – Training – Starting to play the game
Lecture 16: Step 16 – Training – Taking an action
Lecture 17: Step 17 – Training – Updating the Environment
Lecture 18: Step 18 – Training – Adding new experience, training the AI, updating cur. state
Lecture 19: Step 19 – Training – Lowering epsilon and displaying the results
Lecture 20: Step 20 – Running the code
Chapter 9: Deep Convolutional Q-Learning
Lecture 1: Deep Convolutional Q-Learning Intuition: Plan of Attack
Lecture 2: Deep Convolutional Q-Learning Intuition: Deep Convolutional Q-Learning Intuition
Lecture 3: Deep Convolutional Q-Learning Intuition: Eligibility Trace
Chapter 10: Deep Convolutional Q-Learning Practical
Lecture 1: Step 1 – Introduction
Lecture 2: Step 2 – Brain – Importing the libraries
Lecture 3: Step 3 – Brain – Starting building the Brain class
Lecture 4: Step 4 – Brain – Creating the neural network
Lecture 5: Step 5 – Brain – Building a method that will load a model
Lecture 6: Step 6 – DQN – Building the Experience Replay Memory
Lecture 7: Step 7 – Training – Importing the libraries
Lecture 8: Step 8 – Training – Defining the parameters
Lecture 9: Step 9 – Training – Initializing the Environment the Brain and the DQN
Lecture 10: Step 10 – Training – Building a function to reset the current state
Lecture 11: Step 11 – Training – Starting the main loop
Lecture 12: Step 12 – Training – Resetting the Environment and starting to play the game
Lecture 13: Step 13 – Training – Selecting an action to play
Lecture 14: Step 14 – Training – Updating the environment
Instructors
-
Jan Warchocki
Artificial Intelligence Engineer -
SuperDataScience Team
Helping Data Scientists Succeed -
Ligency Team
Helping Data Scientists Succeed
Rating Distribution
- 1 stars: 8 votes
- 2 stars: 8 votes
- 3 stars: 28 votes
- 4 stars: 95 votes
- 5 stars: 123 votes
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