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از ساعت 7 صبح تا 10 شب
ویرایش:
نویسندگان: Mark Liu
سری:
ISBN (شابک) : 9781032462141, 9781003380580
ناشر: Chapman and Hall/CRC
سال نشر: 2023
تعداد صفحات: 465
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 17 مگابایت
در صورت تبدیل فایل کتاب Machine Learning, Animated به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب یادگیری ماشینی، متحرک نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Cover Half Title Series Page Title Page Copyright Page Dedication Contents Preface Acknowledgments SECTION I: Installing Python and Learning Animations CHAPTER 1: Installing Anaconda and Jupyter Notebook 1.1. WHY PYTHON FOR MACHINE LEARNING? 1.1.1. The Rise of Python 1.1.2. Python for Machine Learning 1.2. INSTALLING ANACONDA 1.2.1. Installing Anaconda in Windows 1.2.2. Installing Anaconda in macOS 1.2.3. Installing Anaconda in Linux 1.2.4. Difference between Conda-install and Pip-install 1.3. VIRTUAL ENVIRONMENT FOR THIS BOOK 1.3.1. Create the Virtual Environment MLA 1.3.2. Activate the Virtual Environment 1.3.3. De-activate the Virtual Environment 1.4. SET UP JUPYTER NOTEBOOK IN THE VIRTUAL ENVIRONMENT 1.4.1. Write Python in Jupyter Notebook 1.4.2. Issue Commands in Jupyter Notebook 1.5. FILE SYSTEM FOR THE BOOK 1.6. GLOSSARY 1.7. EXERCISES CHAPTER 2: Creating Animations 2.1. CREATE PLOTS WITH MATPLOTLIB 2.1.1. A Single Line Plot 2.1.2. Multiple Lines in the Same Plot 2.2. CREATE SUBPLOTS 2.2.1. Create Individual Plots 2.2.2. Create Subplots 2.3. CREATE ANIMATED PLOTS 2.3.1. Generate Annual Line Plots 2.3.2. Animate the Plots 2.4. CREATE ANIMATED BAR CHARTS 2.4.1. Create a Horizontal Bar Chart 2.4.2. Generate Annual Bar Charts 2.4.3. Animate the Bar Charts 2.5. PUT BAR CHARTS AND PLOTS SIDE BY SIDE 2.5.1. Combine a Bar Chart and a Plot 2.5.2. Create an Animation of the Combined Pictures 2.6. ANIMATED PIE CHARTS 2.6.1. Create a Pie Chart 2.6.2. Generate Annual Pie Charts 2.6.3. Animate the Combined Pie Charts and Plots 2.7. APPENDIX: DOWNLOAD AND CLEAN UP THE GDP DATA 2.8. GLOSSARY 2.9. EXERCISES SECTION II: Machine Learning Basics CHAPTER 3: Machine Learning: An Overview 3.1. ML: A NEW PARADIGM FOR AI 3.1.1. What is AI? 3.1.2. Rule-Based AI 3.1.3. What is ML? Why ML Matters? 3.1.4. Why is ML so Popular? 3.2. DIFFERENT TYPES OF ML 3.2.1. Supervised Learning 3.2.2. Unsupervised Learning 3.2.3. Reinforcement Learning 3.3. DEEP REINFORCEMENT LEARNING 3.3.1. Deep Learning 3.3.2. Combine Deep Learning and Reinforcement Learning 3.4. APPLY ML IN THE REAL WORLD 3.4.1. The Delivery Route Problem 3.4.2. Try the Problem before You Know the Answer 3.5. GLOSSARY 3.6. EXERCISES CHAPTER 4: Gradient Descent – Where Magic Happens 4.1. OPTIMIZATION THROUGH GRID SEARCH 4.1.1. How Grid Search Achieves Optimization 4.1.2. Curse of Dimensionality and Directional Grid Search 4.2. GRADIENT DESCENT 4.3. USE TENSORFLOW TO CALCULATE GRADIENTS 4.3.1. Install TensorFlow 4.3.2. Calculate Gradients Using TensorFlow 4.3.3. Gradient Descent Optimization with TensorFlow 4.3.4. Animate the Optimization Process 4.4. CHOOSE THE RIGHT LEARNING RATE 4.4.1. When the Learning Rate is Too Large 4.4.2. When the Learning Rate is Too Small 4.5. COMPARE LEARNING RATES 4.5.1. Combine Animations 4.5.2. Subplots of Different Stages 4.6. GLOSSARY 4.7. EXERCISES CHAPTER 5: Introduction to Neural Networks 5.1. ANATOMY OF A NEURAL NETWORK 5.1.1. Elements of a Neural Network 5.1.2. How Does a Neural Network Learn? 5.1.3. Make Predictions 5.2. ANIMATE THE LEARNING PROCESS 5.2.1. Generate Graphs 5.2.2. Create Animation Based on Graphs 5.2.3. Subplots of Different Stages 5.3. CREATE A NEURAL NETWORK WITH KERAS 5.3.1. Construct the Model 5.3.2. Compile and Train the Model 5.3.3. Make Predictions 5.4. CUSTOMIZE TRAINING WITH GRADIENTTAPE 5.4.1. Construct the Model 5.4.2. Train the Model 5.4.3. Make Predictions 5.5. GLOSSARY 5.6. EXERCISES CHAPTER 6: Activation Functions 6.1. WHY DO WE NEED ACTIVATION FUNCTIONS? 6.1.1. Construct a Neural Network 6.1.2. Learn a Nonlinear Relation without Activation 6.2. THE RELU ACTIVATION FUNCTION 6.2.1. What is ReLU? 6.2.2. Animate the ReLU Function 6.2.3. Use ReLU to Model Nonlinearity 6.3. THE SIGMOID ACTIVATION FUNCTION 6.3.1. Plot the Sigmoid Function 6.3.2. Animate the Sigmoid Function 6.3.3. Combine Animations 6.3.4. A Picture with Subplots of Different Stages 6.4. THE SOFTMAX ACTIVATION FUNCTION 6.4.1. What is the Softmax Function? 6.4.2. A Diagram of the Softmax Function 6.5. GLOSSARY 6.6. EXERCISES SECTION III: Binary and Multi-Category Classifications CHAPTER 7: Binary Classifications 7.1. WHAT IS A BINARY CLASSIFICATION PROBLEM 7.1.1. Sigmoid Activation in Binary Classifications 7.1.2. The Binary Cross-Entropy Loss Function 7.2. PROCESS IMAGE DATA 7.2.1. Download Data 7.2.2. Convert NumPy Arrays to Pictures and Back 7.2.3. Match Pictures with Labels 7.3. BINARY CLASSIFICATION WITH A LOGIT REGRESSION 7.3.1. Prepare the Data 7.3.2. Train the Logit Model 7.3.3. Predict Using the Logit Model 7.4. BINARY CLASSIFICATION WITH A SIMPLE NEURAL NETWORK 7.4.1. Train and Test Using a Neural Network 7.4.2. Focus on Two Examples 7.4.3. Diagrams of the Network and Predictions 7.4.4. Animate the Training Process 7.4.5. Animate the Predictions for the Deer 7.5. COMBINE THE ANIMATIONS 7.5.1. Animate the Two Predictions 7.5.2. Subplots 7.6. BINARY CLASSIFICATION WITH A DEEP NEURAL NETWORK 7.7. APPENDIX: LOAD CIFAR10 FROM TENSORFLOW DIRECTLY 7.8. GLOSSARY 7.9. EXERCISES CHAPTER 8: Convolutional Neural Networks 8.1. WHAT ARE CONVOLUTIONAL NEURAL NETWORKS (CNNS)? 8.1.1. Our Running Example 8.1.2. A Horizontal Filter 8.2. CONVOLUTION OPERATIONS 8.2.1. Calculations in a Convolution Operation 8.2.2. Animate the Convolution Operations 8.2.3. Subplots 8.3. STRIDE AND PADDING 8.3.1. A Filter without Padding and a Stride of 2 8.3.2. Animate the Diagonal Filter 8.3.3. Animate the Diagonal Filter Convolution Operation 8.3.4. Subplots for Strides 8.4. COMBINE THE TWO ANIMATIONS 8.4.1. Combine the Animations 8.5. MAX POOLING 8.6. BINARY CLASSIFICATIONS WITH CONVOLUTIONAL LAYERS 8.7. GLOSSARY 8.8. EXERCISES CHAPTER 9: Multi-Category Image Classifications 9.1. IMAGE AUGMENTATIONS 9.1.1. The Keras Image Generator 9.1.2. Visualize Image Augmentations 9.2. WHAT IS MULTI-CATEGORY CLASSIFICATION? 9.2.1. One-Hot Encoder for Labels 9.2.2. The Activation and Loss Functions 9.3. TRAIN THE MULTI-CATEGORY CLASSIFICATION MODEL 9.3.1. Load the Full Data Set 9.3.2. Convert Labels to One-Hot Variables 9.3.3. Train the Model 9.3.4. Evaluate the Model 9.4. ANIMATE THE LEARNING PROCESS 9.4.1. Select Example Pictures 9.4.2. Animate Prediction Changes 9.4.3. Subplots of the Predictions on the Truck Image 9.4.4. Animate Predictions on the Frog Image 9.4.5. Subplots of the Predictions on the Frog Image 9.4.6. Combine the Animations 9.5. GLOSSARY 9.6. EXERCISES SECTION IV: Developing Deep Learning Game Strategies CHAPTER 10: Deep Learning Game Strategies 10.1. GET STARTED WITH THE OPENAI GYM ENVIRONMENT 10.1.1. Basic Elements of a Game Environment 10.1.2. The Frozen Lake Game 10.1.3. Play the Frozen Lake Game Manually 10.2. DEEP LEARNING GAME STRATEGIES: GENERATING DATA 10.2.1. Summary of the Game Strategy 10.2.2. Simulate One Game 10.2.3. Simulate Many Games 10.3. TRAIN THE DEEP NEURAL NETWORK 10.3.1. Preprocess the Data 10.3.2. Train Deep Learning Game Strategies 10.4. PLAY GAMES WITH THE TRAINED MODEL 10.4.1. Test One Game 10.4.2. Test the Efficacy of the Game Strategy 10.5. ANIMATE THE DECISION-MAKING PROCESS 10.5.1. Generate Figures 10.5.2. Create the Animation 10.5.3. Create a Figure with Subplots 10.6. GLOSSARY 10.7. EXERCISES CHAPTER 11: Deep Learning in the Cart Pole Game 11.1. PLAY THE CART POLE GAME IN OPENAI GYM 11.1.1. Features of the Cart Pole Game 11.1.2. Play a Full Game 11.2. GENERATE DATA TO TRAIN THE MODEL 11.2.1. How to Define Winning and Losing? 11.2.2. Prepare Data for the Neural Network 11.3. TRAIN THE DEEP NEURAL NETWORK 11.3.1. Preprocess the Data 11.3.2. Train the Deep Neural Network with Data 11.4. PLAY THE GAME WITH THE TRAINED MODEL 11.4.1. A best_move() Function 11.4.2. Play One Cart Pole Game with the Trained Model 11.5. COMPARE TWO GAMES 11.5.1. Record a Game with Random Moves 11.5.2. Combine Frames 11.5.3. Subplots of the Cart Pole Game Stages 11.6. GLOSSARY 11.7. EXERCISES CHAPTER 12: Deep Learning in Multi-Player Games 12.1. CREATE THE TIC TAC TOE GAME ENVIRONMENT 12.1.1. Use a Python Class to Represent the Environment 12.1.2. Create a Local Module for the Tic Tac Toe Game 12.1.3. Verify the Custom-Made Game Environment 12.1.4. Play a Game in the Tic Tac Toe Environment 12.2. TRAIN A DEEP LEARNING GAME STRATEGY 12.2.1. A Blueprint of the Deep Learning Game Strategy 12.2.2. Simulate Tic Tac Toe Games 12.2.3. Train Your Tic Tac Toe Game Strategy 12.3. USE THE TRAINED MODEL TO PLAY GAMES 12.3.1. Best Moves Based on the Trained Model 12.3.2. Test a Game Using the Trained Model 12.3.3. Test the Efficacy of the Trained Model 12.4. ANIMATE THE DEEP LEARNING PROCESS 12.4.1. Probabilities of Winning for Each Hypothetical Move 12.4.2. Animate the Whole Game 12.4.3. Animate the Decision Making 12.4.4. Animate Board Positions and the Decision Making 12.4.5. Subplots of the Decision-Making Process 12.5. GLOSSARY 12.6. EXERCISES CHAPTER 13: Deep Learning in Connect Four 13.1. CREATE A CONNECT FOUR GAME ENVIRONMENT 13.1.1. A Connect Four Game Environment 13.1.2. Verify the Connect Four Game Environment 13.1.3. Play a Connect Four Game 13.2. TRAIN A DEEP NEURAL NETWORK 13.2.1. The Game Plan 13.2.2. Simulate Connect Four Games 13.2.3. Train the Connect Four Game Strategy 13.3. USE THE TRAINED MODEL TO PLAY CONNECT FOUR 13.3.1. Best Moves 13.3.2. Test Connect Four Deep Learning Game Strategies 13.4. ANIMATE DEEP LEARNING IN CONNECT FOUR 13.4.1. Print Out Probabilities of Winning for Each Next Move 13.4.2. Animate a Complete Connect Four Game 13.4.3. Animate the Decision-Making Process 13.4.4. Combine Board Positions and Decision Making 13.4.5. Create Subplots of Deep Learning 13.5. GLOSSARY 13.6. EXERCISES SECTION V: Reinforcement Learning CHAPTER 14: Introduction to Reinforcement Learning 14.1. BASICS OF REINFORCEMENT LEARNING 14.1.1. Basic Concepts 14.1.2. The Bellman Equation and Q-Learning 14.2. USE Q-VALUES TO PLAY THE FROZEN LAKE GAME 14.2.1. The Logic Behind Q-Learning 14.2.2. A Q-Table to Win the Frozen Lake Game 14.3. TRAIN THE Q-VALUES 14.3.1. What is Q-Learning? 14.3.2. Let the Learning Begin 14.4. Q-LEARNING IN A SELF-MADE GAME ENVIRONMENT 14.4.1. A Self-Made Frozen Lake Game Environment 14.4.2. Use the Q-Table in the Self-Made Game Environment 14.5. ANIMATE THE Q-LEARNING PROCESS 14.5.1. Highlight Values and Actions in the Q-Table 14.5.2. Animate the Use of the Q-Table 14.5.3. Game Board Positions and Best Actions 14.5.4. Subplots of the Q-Learning Process 14.6. GLOSSARY 14.7. EXERCISES CHAPTER 15: Q-Learning with Continuous States 15.1. THE MOUNTAIN CAR GAME ENVIRONMENT 15.1.1. The Mountain Car Game 15.1.2. Convert a Continuous State into Discrete Values 15.1.3. The Reward Structure of the Game 15.2. Q-LEARNING IN THE MOUNTAIN CAR GAME 15.2.1. How to Train the Q-Table 15.2.2. Update the Q-Table 15.2.3. Train the Q-Table via Trial and Error 15.3. TEST THE TRAINED Q-TABLE 15.3.1. Define the Test_Q() Function 15.3.2. The Effectiveness of the Trained Q-Table 15.4. ANIMATE THE GAME BEFORE AND AFTER Q-LEARNING 15.4.1. The Mountain Car Game without Q-Learning 15.4.2. The Mountain Car Game with Q-Learning 15.4.3. The Mountain Car Game with and without Q-Learning 15.5. GLOSSARY 15.6. EXERCISES CHAPTER 16: Solving Real-World Problems with Machine Learning 16.1. CREATE A DELIVERY ROUTE GAME ENVIRONMENT 16.1.1. Draw Delivery Routes 16.1.2. Create a Game Environment 16.1.3. Use the Delivery Route Game Environment 16.2. TRAIN A Q-TABLE BETWEEN ANY TWO POSITIONS 16.2.1. Create and Train A Q-table 16.2.2. Test the Trained Tabular Q-Values 16.3. TRAIN THE Q-TABLE FOR ALL POSSIBLE ROUTES 16.3.1. Train the Large Q-Table 16.3.2. Test the Large Q-Table 16.4. THE SHORTEST DELIVERY ROUTE TO EIGHT HOUSEHOLDS 16.4.1. Find All Possible Permutations in Python 16.4.2. The Total Distance to Deliver to Eight Households 16.4.3. The Shortest Route 16.5. ANIMATE THE DELIVERY ROUTE 16.5.1. Create a Graph at Each Stop 16.5.2. Animate the Shortest Route 16.5.3. Subplots of the Eight Deliveries 16.6. GLOSSARY 16.7. EXERCISES SECTION VI: Deep Reinforcement Learning CHAPTER 17: Deep Q-Learning 17.1. DEEP Q-LEARNING FOR THE CART POLE GAME 17.1.1. Create a Deep Q-Network 17.1.2. Train the Deep Q-Network 17.2. TEST THE TRAINED DEEP Q-NETWORK 17.2.1. Test and Record One Game 17.2.2. Test the Efficacy of the Deep Q-Network 17.3. ANIMATE DEEP Q-LEARNING 17.3.1. Draw the Current Game State and Q-Values 17.3.2. Create A Graph for Each Time Step 17.4. AN ANIMATION AND A PICTURE WITH SUBPLOTS 17.5. GLOSSARY 17.6. EXERCISES CHAPTER 18: Policy-Based Deep Reinforcement Learning 18.1. POLICY-BASED REINFORCEMENT LEARNING 18.1.1. What is a Policy? 18.1.2. What is the Policy Gradient Method? 18.2. GET STARTED WITH ATARI GAMES 18.2.1. The Pong Game 18.2.2. Preprocess the Game Pictures 18.2.3. Use the Difference of Game Windows 18.3. TRAIN THE POLICY GRADIENT AGENT 18.3.1. Create a Policy Network 18.3.2. Train the Model 18.4. TEST THE POLICY GRADIENT AGENT 18.5. ANIMATE THE PONG GAMES 18.5.1. Record Games with Random Moves 18.5.2. Combine the Animations 18.5.3. Subplots of the Policy Gradient Agent 18.6. GLOSSARY 18.7. EXERCISES CHAPTER 19: The Policy Gradient Method in Breakout 19.1. GET STARTED WITH THE BREAKOUT GAME 19.1.1. The Breakout Game 19.1.2. Preprocess the Game Frames 19.1.3. Obtain the Difference of Two Game Windows 19.2. TRAIN THE POLICY GRADIENT MODEL IN BREAKOUT 19.2.1. Changes Needed 19.2.2. Create a Policy Network 19.2.3. Train the Policy Gradient Agent in Breakout 19.3. TEST THE POLICY GRADIENT AGENT IN BREAKOUT 19.3.1. Test the Trained Policy Gradient Agent 19.3.2. Search for Successful Episodes 19.4. ZERO IN ON INTERESTING TIME STEPS 19.4.1. Animate Interesting Time Steps 19.4.2. Subplots of the Interesting Time Steps 19.5. EXERCISES CHAPTER 20: Double Deep Q-Learning 20.1. GET STARTED WITH OPENAI BASELINES 20.1.1. The Breakout Game with OpenAI Baselines 20.1.2. Preprocessed Frames from Baselines 20.1.3. Subplots of Preprocessed Frames 20.2. TRAIN THE DOUBLE DEEP Q AGENT 20.2.1. Create a Double Deep Q-Network 20.2.2. Train the Deep Q Network 20.3. TEST THE TRAINED BREAKOUT AGENT 20.3.1. Testing One Original Episode 20.3.2. Play Multiple Games and Test the Average Score 20.4. ANIMATE INTERESTING TIME STEPS 20.4.1. Collect a Successful Episode 20.4.2. A Picture with Subplots 20.5. GLOSSARY 20.6. EXERCISES CHAPTER 21: Space Invaders with Double Deep Q-Learning 21.1. GETTING STARTED WITH SPACE INVADERS 21.1.1. Space Invaders in OpenAI Gym 21.1.2. Space Invaders with the Baselines Game Wrapper 21.1.3. Preprocessed Space Invaders Game Windows 21.2. TRAIN THE DOUBLE DEEP Q-NETWORK 21.2.1. The Same Double Deep Q-Network 21.2.2. The Same Training Process 21.3. TEST THE TRAINED AGENT IN SPACE INVADERS 21.3.1. Testing One Full Original Episode 21.3.2. Average Performance of the Trained Model 21.4. ANIMATE SPACE INVADERS 21.4.1. Collect Space Invaders Episodes 21.4.2. Zero in on the Interesting Time Steps 21.4.3. Subplots of Space Invaders 21.5. EXERCISES CHAPTER 22: Scaling Up Double Deep Q-Learning 22.1. GET STARTED WITH THE SEAQUEST GAME 22.1.1. The Seaquest Game in OpenAI Gym 22.1.2. Seaquest with the Baselines Game Wrapper 22.1.3. Preprocessed Seaquest Game Windows 22.1.4. Subplots of Seaquest Game Windows 22.2. GET STARTED WITH BEAM RIDER 22.2.1. Beam Rider without the Game Wrapper 22.2.2. Beam Rider with the Baselines Game Wrapper 22.2.3. Preprocessed Beam Rider Game Windows 22.2.4. Subplots of Beam Rider Game Windows 22.3. SCALING UP THE DOUBLE DEEP Q-NETWORK 22.3.1. Differences among Atari Games 22.3.2. A Generic Double Deep Q-Network 22.3.3. The Training Process for any Atari Game 22.4. TRY IT ON SEAQUEST 22.4.1. Train the Model in Seaquest 22.4.2. Test the Average Score in Seaquest 22.4.3. Animate a Successful Episode 22.5. TRY IT ON BEAM RIDER 22.5.1. Train the Model in Beam Rider 22.5.2. The Average Score in Beam Rider 22.5.3. A Successful Episode in Beam Rider 22.6. EXERCISES Bibliography Index