Deep learning in gaming and animations : (Record no. 6117)
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000 -LEADER | |
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fixed length control field | 04139cam a22005178i 4500 |
001 - CONTROL NUMBER | |
control field | 9781003231530 |
003 - CONTROL NUMBER IDENTIFIER | |
control field | FlBoTFG |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20240213122833.0 |
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS | |
fixed length control field | m o d |
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION | |
fixed length control field | cr ||||||||||| |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 210915s2022 flu ob 001 0 eng |
040 ## - CATALOGING SOURCE | |
Original cataloging agency | OCoLC-P |
Language of cataloging | eng |
Description conventions | rda |
Transcribing agency | OCoLC-P |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 9781003231530 |
Qualifying information | (ebook) |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 1003231535 |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 9781000504378 |
Qualifying information | (electronic bk. : EPUB) |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 1000504379 |
Qualifying information | (electronic bk. : EPUB) |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 9781000504347 |
Qualifying information | (electronic bk. : PDF) |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 1000504344 |
Qualifying information | (electronic bk. : PDF) |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
Canceled/invalid ISBN | 9781032126098 |
Qualifying information | (hardback) |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (OCoLC)1268545340 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (OCoLC-P)1268545340 |
050 00 - LIBRARY OF CONGRESS CALL NUMBER | |
Classification number | QA76.64 |
072 #7 - SUBJECT CATEGORY CODE | |
Subject category code | COM |
Subject category code subdivision | 059000 |
Source | bisacsh |
072 #7 - SUBJECT CATEGORY CODE | |
Subject category code | COM |
Subject category code subdivision | 071000 |
Source | bisacsh |
072 #7 - SUBJECT CATEGORY CODE | |
Subject category code | TJFM |
Source | bicssc |
082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER | |
Classification number | 005.1/17 |
Edition number | 23 |
245 00 - TITLE STATEMENT | |
Title | Deep learning in gaming and animations : |
Remainder of title | principles and applications / |
Statement of responsibility, etc. | edited by Vikas Chaudhary, Moolchand Sharma, Prerna Sharma and Deevyankar Agarwal. |
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE | |
Place of production, publication, distribution, manufacture | Boca Raton : |
Name of producer, publisher, distributor, manufacturer | CRC Press, |
Date of production, publication, distribution, manufacture, or copyright notice | 2022. |
300 ## - PHYSICAL DESCRIPTION | |
Extent | 1 online resource. |
336 ## - CONTENT TYPE | |
Content type term | text |
Content type code | txt |
Source | rdacontent |
337 ## - MEDIA TYPE | |
Media type term | computer |
Media type code | c |
Source | rdamedia |
338 ## - CARRIER TYPE | |
Carrier type term | online resource |
Carrier type code | cr |
Source | rdacarrier |
490 0# - SERIES STATEMENT | |
Series statement | Explainable ai (xai) for engineering applications |
520 ## - SUMMARY, ETC. | |
Summary, etc. | "Over the last decade, progress in deep learning has had a profound and transformational effect on many complex problems, including speech recognition, machine translation, natural language understanding, and computer vision. As a result, computers can now achieve human-competitive performance in a wide range of perception and recognition tasks. Many of these systems are now available to the programmer via a range of so-called cognitive services. More recently, deep reinforcement learning has achieved ground-breaking success in several complex challenges. This book makes an enormous contribution to this beautiful, vibrant area of study: an area that is developing rapidly both in breadth and depth. Deep learning can cope with a broader range of tasks (and perform those tasks to increasing levels of excellence). This book lays a good foundation for the core concepts and principles of deep learning in gaming and animation, walking the reader through the fundamental ideas with expert ease. The book progresses on the topics in a step-by-step manner. It reinforces theory with a full-fledged pedagogy designed to enhance students' understanding and offer them a practical insight into its applications. Also, some chapters introduce and cover novel ideas about how artificial intelligence, deep learning, and machine learning have changed the world in gaming and animation. It gives us a motivation that AI can also be applied in gaming, and there are limited textbooks in this area. The book we will write will comprehensively address all the aspects of AI & Deep Learning in gaming. Also, each chapter follows a similar structure so that students, teachers, and industry experts can orientate themselves within the text. There are few books in the field of gaming using AI. Our book Deep Learning in Gaming and Animation teaches you how to apply the power of deep learning to build complex reasoning tasks. After exposing you to the foundations of the machine and deep learning, you will use Python to build a bot and then teach it the game's rules. We also focus on how different technologies have revolutionized gaming and animation with various illustrations"-- |
Assigning source | Provided by publisher. |
588 ## - SOURCE OF DESCRIPTION NOTE | |
Source of description note | OCLC-licensed vendor bibliographic record. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Object-oriented programming (Computer science) |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Artificial intelligence. |
650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | COMPUTERS / Computer Engineering |
Source of heading or term | bisacsh |
650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | COMPUTERS / Computer Animation |
Source of heading or term | bisacsh |
700 1# - ADDED ENTRY--PERSONAL NAME | |
Personal name | Chaudhary, Vikas, |
Relator term | editor. |
700 1# - ADDED ENTRY--PERSONAL NAME | |
Personal name | Sharma, Moolchand, |
Relator term | editor. |
700 1# - ADDED ENTRY--PERSONAL NAME | |
Personal name | Sharma, Prerna, |
Relator term | editor. |
700 1# - ADDED ENTRY--PERSONAL NAME | |
Personal name | Agarwal, Deevyankar, |
Relator term | editor. |
856 40 - ELECTRONIC LOCATION AND ACCESS | |
Materials specified | Taylor & Francis |
Uniform Resource Identifier | <a href="https://www.taylorfrancis.com/books/9781003231530">https://www.taylorfrancis.com/books/9781003231530</a> |
856 42 - ELECTRONIC LOCATION AND ACCESS | |
Materials specified | OCLC metadata license agreement |
Uniform Resource Identifier | <a href="http://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf">http://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf</a> |
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