Artificial Intelligence I: Meta-Heuristics and Games in Java
Artificial Intelligence I: Meta-Heuristics and Games in Java, available at $109.99, has an average rating of 4.25, with 91 lectures, 11 quizzes, based on 813 reviews, and has 8355 subscribers.
You will learn about Get a good grasp of artificial intelligence Understand how AI algorithms work Understand graph search algorithms – BFS, DFS and A* search Understand meta-heuristics Understand genetic algorithms Understand simulated annealing Understand swarm intelligence and particle swarm optimization Understand game trees Understand minimax algorithm and alpha-beta pruning Tic Tac Toe game from scratch with minimax algorithm This course is ideal for individuals who are This course is meant for students or anyone who interested in algorithms and optimization approaches and have some background in basic Java It is particularly useful for This course is meant for students or anyone who interested in algorithms and optimization approaches and have some background in basic Java.
Enroll now: Artificial Intelligence I: Meta-Heuristics and Games in Java
Summary
Title: Artificial Intelligence I: Meta-Heuristics and Games in Java
Price: $109.99
Average Rating: 4.25
Number of Lectures: 91
Number of Quizzes: 11
Number of Published Lectures: 83
Number of Published Quizzes: 11
Number of Curriculum Items: 102
Number of Published Curriculum Objects: 94
Original Price: $199.99
Quality Status: approved
Status: Live
What You Will Learn
- Get a good grasp of artificial intelligence
- Understand how AI algorithms work
- Understand graph search algorithms – BFS, DFS and A* search
- Understand meta-heuristics
- Understand genetic algorithms
- Understand simulated annealing
- Understand swarm intelligence and particle swarm optimization
- Understand game trees
- Understand minimax algorithm and alpha-beta pruning
- Tic Tac Toe game from scratch with minimax algorithm
Who Should Attend
- This course is meant for students or anyone who interested in algorithms and optimization approaches and have some background in basic Java
Target Audiences
- This course is meant for students or anyone who interested in algorithms and optimization approaches and have some background in basic Java
This course is about the fundamental concepts of artificial intelligence. This topic is getting very hot nowadays because these learning algorithms can be used in several fields from software engineering to investment banking. Learning algorithms can recognize patterns which can help detecting cancer for example. We may construct algorithms that can have a very good guess about stock price movement in the market.
– PATHFINDING ALGORITHMS –
Section 1 – Breadth-First Search (BFS)
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what is breadth-first search algorithm
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why to use graph algorithms in AI
Section 2 – Depth-First Search (DFS)
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what is depth-first search algorithm
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implementation with iteration and with recursion
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depth-first search stack memory visualization
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maze escape application
Section 3 – Iterative Deepening Depth-First Search (IDDFS)
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what is iterative deepening depth-first search algorithm
Section 4 – A* Search Algorithm
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what is A* search algorithm
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what is the difference between Dijkstra’s algorithm and A* search
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what is a heuristic
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Manhattan distance and Euclidean distance
– OPTIMIZATION –
Section 5 – Optimization Approaches
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basic optimization algorithms
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brute-force search
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hill climbing algorithm
– META-HEURISTICS –
Section 6 – Simulated Annealing
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what is simulated annealing
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how to find the extremum of functions
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how to solve combinatorial optimization problems
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travelling salesman problem (TSP)
Section 7 – Genetic Algorithms
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what are genetic algorithms
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artificial evolution and natural selection
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crossover and mutation
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solving the knapsack problem
Section 8 – Particle Swarm Optimization (PSO)
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what is swarm intelligence
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what is the Particle Swarm Optimization algorithm
– GAMES AND GAME TREES –
Section 9 – Game Trees
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what are game trees
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how to construct game trees
Section 10 – Minimax Algorithm and Game Engines
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what is the minimax algorithm
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what is the problem with game trees?
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using the alpha-beta pruning approach
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chess problem
Section 11 – Tic Tac Toe with Minimax
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Tic Tac Toe game and its implementation
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using minimax algorithm
In the first chapter we are going to talk about the basic graph algorithms. Several advanced algorithms can be solved with the help of graphs, so as far as I am concerned these algorithms are the first steps.
Second chapter is about local search: finding minimum and maximum or global optimum in the main. These searches are used frequently when we use regression for example and want to find the parameters for the fit. We will consider basic concepts as well as the more advanced algorithms: heuristics and meta-heuristics.
The last topic will be about minimax algorithmand how to use this technique in games such as chess or tic-tac-toe, how to build and construct a game tree, how to analyze these kinds of tree like structures and so on. We will implement the tic-tac-toe game together in the end.
Thanks for joining the course, let’s get started!
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Chapter 2: Why Should You Learn Artificial Intelligence?
Lecture 1: What is AI good for?
Chapter 3: ### PATHFINDING ALGORITHMS (GRAPHS) ###
Lecture 1: Why to consider graph algorithms?
Chapter 4: Breadth-First Search (BFS)
Lecture 1: What is breadth-first search?
Lecture 2: Breadth-first search implementation
Lecture 3: Applications of breadth-first search
Chapter 5: Depth-First Search (DFS)
Lecture 1: What is depth-first search?
Lecture 2: Depth-first search implementation I – with stack
Lecture 3: Depth-first search implementation II – with recursion
Lecture 4: Depth-first search and stack memory visualization
Lecture 5: Memory comparison of graph traversal algorithms
Lecture 6: Applications of depth-first search
Chapter 6: Course Challenge #1 – Maze Escape
Lecture 1: Maze problem introduction
Lecture 2: Course challenge #1 – maze problem
Lecture 3: Maze problem implementation
Lecture 4: Maze problem stack memory visualization
Chapter 7: Iterative Deepening Depth-First Search (IDDFS)
Lecture 1: Enhanced search algorithms introduction (IDDFS)
Lecture 2: Iterative deepening depth-first search (IDDFS) implementation
Chapter 8: A* Search Algorithm
Lecture 1: A* search introduction
Lecture 2: A* search illustration
Lecture 3: A* search implementation I
Lecture 4: A* search implementation II
Lecture 5: A* search implementation III
Lecture 6: Path finding algorithms comparison
Chapter 9: ### OPTIMIZATION ###
Lecture 1: Brute-force method
Lecture 2: Brute-force method implementation
Lecture 3: Hill climbing method
Lecture 4: Hill climbing method implementation
Chapter 10: ### META-HEURISTICS ###
Lecture 1: Heuristics and meta-heuristics
Chapter 11: Simulated Annealing
Lecture 1: What is simulated annealing?
Chapter 12: Simulated Annealing Implementation – Continuous Functions
Lecture 1: Simulated annealing – function extremum I
Lecture 2: Simulated annealing – function extremum II
Lecture 3: Simulated annealing – function extremum III
Chapter 13: Simulated Annealing Implementation – Combinatorial Optimization
Lecture 1: What is the travelling salesman problem?
Lecture 2: Travelling salesman problem I – city
Lecture 3: Travelling salesman problem II – tour
Lecture 4: Travelling salesman problem III – annealing algorithm
Lecture 5: Travelling salesman problem IV – testing
Chapter 14: Genetic Algorithms
Lecture 1: Genetic algorithms introduction – basics
Lecture 2: Genetic algorithms introduction – chromosomes
Lecture 3: Genetic algorithms introduction – crossover
Lecture 4: Genetic algorithms introduction – mutation
Lecture 5: Genetic algorithms introduction – selection
Lecture 6: Genetic algorithms introduction – the algorithm
Lecture 7: What is elitism?
Lecture 8: Advantages and limitations of genetic algorithms
Chapter 15: Genetic Algorithms Implementation – Simple Example
Lecture 1: Genetic algorithm implementation I – individual
Lecture 2: Genetic algorithm implementation II – population
Lecture 3: Genetic algorithm implementation III – the algorithm
Lecture 4: Genetic algorithm implementation IV – testing
Lecture 5: Genetic algorithm implementation V – function optimum
Chapter 16: Course Challenge #2 – Knapsack Problem
Lecture 1: Knapsack problem introduction
Lecture 2: Course challenge #2 – knapsack problem
Lecture 3: Knapsack problem with genetic algorithms
Chapter 17: Particle Swarm Optimization
Lecture 1: What is swarm intelligence?
Lecture 2: Particle swarm optimization introduction I – basics
Lecture 3: Particle swarm optimization introduction II – the algorithm
Lecture 4: Exploration and exploitation trade-off
Chapter 18: Particle Swarm Optimization – Simple Example
Lecture 1: Particle swarm optimization implementation I – particle
Lecture 2: Particle swarm optimization implementation II – initialize
Lecture 3: Particle swarm optimization implementation III – the algorithm
Lecture 4: Particle swarm optimization implementation IV – testing
Chapter 19: ### TWO PLAYER GAMES ###
Lecture 1: Game trees introduction
Chapter 20: Minimax Algorithm – Game Engines
Lecture 1: Minimax algorithm introduction – basics
Lecture 2: Minimax algorithm introduction – the algorithm
Lecture 3: Minimax algorithm introduction – relation to tic-tac-toe
Lecture 4: Alpha-beta pruning introduction
Lecture 5: Alpha-beta pruning example
Lecture 6: Chess problem
Instructors
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Holczer Balazs
Software Engineer
Rating Distribution
- 1 stars: 11 votes
- 2 stars: 30 votes
- 3 stars: 102 votes
- 4 stars: 291 votes
- 5 stars: 378 votes
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