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Top 10 Monte Carlo Tree Search Books
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Top 10 Monte Carlo Tree Search Books

Top 10 Monte Carlo Tree Search Books

Get ready to explore the world of Monte Carlo Tree Search with our expertly curated roundup! Delve into the intricacies of game theory, artificial intelligence, and strategy as we showcase the best books on this dynamic topic. Uncover the top reads that shed light on the complexities of Monte Carlo Tree Search algorithms and their real-life applications. From seasoned professionals to curious beginners, this comprehensive guide offers a wealth of insights into Monte Carlo Tree Search and its pivotal role in comprehending complex decision-making systems.

As an Amazon Affiliate, we earn through qualifying purchases at no cost to you.



machine-learning-ecml-2006-102104-1

17th European Conference on Machine Learning, Berlin, Germany, September 18-22, 2006, Proceedings


"Machine Learning: ECML 2006" unveils the highly anticipated proceedings of the 17th European Conference on Machine Learning. Held collaboratively with PKDD 2006 in the dynamic city of Berlin, Germany, this prestigious event brought together the foremost minds and experts from all around the world.

This thought-provoking book consists of 46 refined full papers and 36 refined short papers, each meticulously reviewed and chosen from a total of 564 submissions. To add to the richness, the book includes abstracts of 5 captivating invited talks, providing a comprehensive and diverse view of the topic at hand.

"Machine Learning: ECML 2006" delves deep into the realm of machine learning, tackling every pivotal issue and shedding new light on this rapidly evolving field. Its 873 pages serve as an invaluable resource for enthusiasts and professionals alike, offering an insightful exploration of the cutting-edge methodologies and groundbreaking discoveries shaping the future of machine learning.

Experience the pinnacle of machine learning research as you journey alongside leading experts at the 17th European Conference on Machine Learning. "Machine Learning: ECML 2006" is essential reading for anyone seeking to understand the latest advancements in this dynamic, transformative field.


  • Authors: Johannes Fürnkranz, Tobias Scheffer, Myra Spiliopoulou

  • Publisher: Springer Science & Business Media

  • Published Date: September 19, 2006

  • Page Count: 873.0

  • Print Type: BOOK

  • Categories: Computers

  • Maturity Rating: NOT_MATURE

  • Language: en


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computers-and-games-102103-1

5th International Conference, CG 2006, Turin, Italy, May 29-31, 2006, Revised Papers


"Computers and Games" presents an intriguing exploration of artificial intelligence in computer-game playing. The book is the comprehensively revised and refereed post-proceedings of the 5th International Conference on Computers and Games, held in Turin, Italy. This conference was co-hosted with the 14th World Computer-Chess Championship and the 11th Computer Olympiad.

As a testament to the event's significance, the collection of 24 revised papers showcases the diverse and cutting-edge research conducted by leading experts in the field. The topics addressed span from evaluation and learning, search algorithms, combinatorial games, and theory opening and endgame databases to single-agent search and planning, and computer Go.

Published by Springer, this informative book has been well-received, garnering an average rating of 4.0 out of 5.0, based on one rating count. With over 280 pages, "Computers and Games" offers an in-depth examination of the intersection of artificial intelligence and computer gaming, making it a must-read for researchers, academics, and gaming enthusiasts alike.


  • Authors: H. Jaap van den Herik, Paolo Ciancarini, H. (Jeroen) H.L. Donkers

  • Publisher: Springer

  • Published Date: September 28, 2007

  • Page Count: 283.0

  • Print Type: BOOK

  • Categories: Computers

  • Average Rating: 4.0

  • Ratings Count: 1.0

  • Maturity Rating: NOT_MATURE

  • Language: en


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computers-and-games-102101-1

6th International Conference, CG 2008 Beijing, China, September 29 - October 1, 2008. Proceedings


Delve into the exhilarating world of artificial intelligence in computer-game playing with "Computers and Games: 6th International Conference, CG 2008 Beijing, China, September 29 - October 1, 2008. Proceedings. " This captivating collection of 24 revised full papers, meticulously reviewed and selected from 40 submissions, covers a wide range of topics including cognition, combinatorial game theory, search, knowledge representation, and optimization.

Join the esteemed authors - H. Jaap van den Herik, Xinhe Xu, Zongmin Ma, and Mark H. M. Winands - as they present their groundbreaking research at the 6th International Conference on Computers and Games.

Experience the magic of Beijing, China, as you immerse yourself in the fascinating realm of artificial intelligence and its application in computer games. Unlock the potential of these cutting-edge insights with "Computers and Games. ".


  • Authors: H. Jaap van den Herik, Xinhe Xu, Zongmin Ma, Mark H.M. Winands

  • Publisher: Springer

  • Published Date: September 24, 2008

  • Page Count: 275.0

  • Print Type: BOOK

  • Categories: Computers

  • Maturity Rating: NOT_MATURE

  • Language: en


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advances-in-computer-games-102102-1

12th International Conference, ACG 2009, Pamplona, Spain, May 11-13, 2009, Revised Papers


Immerse yourself in the world of advancements in computer games with "Advances in Computer Games"! This volume captures 20 revised full papers meticulously refereed from the 41 submissions at the Twelfth International Conference held in Pamplona, Spain. Explore topics spanning Monte-Carlo tree search, Bayesian modeling, and more, encompassing key elements such as conflict resolution, optimization, and concept discovery. Delve into the latest developments in cutting-edge computer game research.

"Advances in Computer Games" offers an engaging exploration of the ever-evolving landscape of the gaming industry. Join renowned authors Jaap van den Herik, Pieter Spronck, and H. Jaap van den Herik as they unravel the mysteries of computer games and the technological advancements reshaping the industry. Discover the innovative techniques pioneering this field and see where the future of gaming might be headed.

With over 500 pages of thoroughly reviewed content, "Advances in Computer Games" is a must-read guide for anyone seeking insight into the technological aspects of gaming. Don't miss your chance to dive into this captivating book, shedding light on the exciting future that lies ahead for computer games.


  • Authors: Jaap van den Herik, H. Jaap van den Herik, Pieter Spronck

  • Publisher: Springer Science & Business Media

  • Published Date: May 20, 2010

  • Page Count: 245.0

  • Print Type: BOOK

  • Categories: Computers

  • Maturity Rating: NOT_MATURE

  • Language: en


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simulation-based-algorithms-for-markov-decision-processes-101677-1

"Simulation-based Algorithms for Markov Decision Processes" offers readers an in-depth exploration of Markov decision processes (MDPs), which are crucial for modeling sequential decision-making in various fields, including engineering, economics, computer science, and social sciences. Bringing together the latest research for the first time, this groundbreaking book introduces practical modeling methods that tackle complex, real-world problems previously unreachable through traditional MDP methods. Discover the cutting-edge techniques within this book and unlock the full potential of Markov decision processes, elevating your understanding and problem-solving capabilities in business and beyond.


  • Authors: Hyeong Soo Chang, Michael C. Fu, Jiaqiao Hu, Steven I. Marcus

  • Publisher: Springer

  • Published Date: October 19, 2010

  • Print Type: BOOK

  • Categories: Business & Economics

  • Maturity Rating: NOT_MATURE

  • Language: en


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artificial-intelligence-with-python-90510-1

Unlock the world of intelligent applications with Prateek Joshi's "Artificial Intelligence with Python. " This book is a must-read for Python developers looking to delve into real-world Artificial Intelligence (AI) application creation. Designed to be accessible to both beginners and seasoned Python programmers, "Artificial Intelligence with Python" is your ultimate guide to crafting AI-driven solutions.

Through simple yet insightful examples, you'll discover popular algorithms for classification, regression, clustering, and more. Understand the nuances of building intelligent recommender systems, logic programming, and speech recognition systems. Explore the basics of heuristic search and genetic programming, and learn how to create games using AI techniques.

Dive into the world of reinforcement learning and automatic image, text, and time series data applications. Master the fundamentals of deep learning algorithms and incorporate them into your projects. With "Artificial Intelligence with Python, " you'll gain the knowledge and skills needed to create cutting-edge AI applications that harness the power of Python.

"Artificial Intelligence with Python" is your practical, step-by-step guide to building intelligent applications in a variety of fields, from search engines to image recognition, finance, and beyond. Are you ready to unleash the potential of AI with Python? Let's get started!


  • Authors: Prateek Joshi

  • Publisher: Packt Publishing Ltd

  • Published Date: January 27, 2017

  • Page Count: 437.0

  • Print Type: BOOK

  • Categories: Computers

  • Average Rating: 5.0

  • Ratings Count: 1.0

  • Maturity Rating: NOT_MATURE

  • Language: en


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reinforcement-learning-second-edition-96053-1

An Introduction


Experience the captivating universe of Reinforcement Learning through this expertly designed, second edition textbook by esteemed authors Richard S. Sutton and Andrew G. Barto! This revised and augmented publication delves into the cutting-edge realm of artificial intelligence, offering exceptional insights into one of the most exhilarating and pioneering areas in this field.

Reinforcement Learning centers around the computational strategies of learning, where agents engage with their environment to maximize overall rewards. This edition has been meticulously revised and enhanced, delivering a lucid overview of vital concepts and algorithms in this rapidly evolving domain.

The book masterfully covers core online learning algorithms and provides detailed mathematical material within shaded boxes for a seamless learning experience. The three comprehensive parts guide readers through the various facets of reinforcement learning, commencing with the simplest tabular cases and proceeding to function approximation. Part II focuses on function approximation, delving into artificial neural networks and Fourier basis. Off-policy learning and policy-gradient methods are also treated in-depth.

Part III explores the intricate interplay between reinforcement learning, psychology, and neuroscience, showcasing fascinating examples such as AlphaGo, AlphaGo Zero, Atari game playing, and IBM Watson's wagering strategy. The concluding chapter offers a compelling view of the potential societal implications of reinforcement learning.

With nearly 550 pages, this meticulously structured book is an essential addition to any computer enthusiast's collection, promising to captivate, enlighten, and inspire both novices and experts in the realm of artificial intelligence.


  • Authors: Richard S. Sutton, Andrew G. Barto

  • Publisher: MIT Press

  • Published Date: November 13, 2018

  • Page Count: 549.0

  • Print Type: BOOK

  • Categories: Computers

  • Maturity Rating: NOT_MATURE

  • Language: en


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general-video-game-artificial-intelligence-98033-1

"General Video Game Artificial Intelligence" is a groundbreaking book that delves into the fascinating world of AI in the realm of video games. This comprehensive volume, written by esteemed authors Diego Pérez Liébana, Simon M. Lucas, Raluca D. Gaina, Julian Togelius, Ahmed Khalifa, and Jialin Liu, offers unique perspectives on how AI can excel in multiple video games, often without prior knowledge of the game and with minimal specific domain knowledge. This book is a must-read for those interested in the intersection of artificial intelligence and video gaming.

The authors provide an in-depth exploration of the open-source framework, a competition that challenges researchers to test their AI methods on a vast array of games created using the Video Game Description Language. The framework has been instrumental in advancing AI research in this domain since its inception in 2014. Competitors from around the globe have submitted their best approaches to generalize across games, and the open-source framework has also been utilized by many higher education institutions in assignments or proposed projects for students and doctoral candidates.

"General Video Game Artificial Intelligence" not only presents the authors' most captivating findings in this area but also showcases work on methods to play the games, content generators, and video game optimization. The book concludes by outlining potential avenues for further research, making it an essential read for those eager to learn about the future of AI and video gaming.

Don't miss out on this absorbing journey through the world of AI and video games! "General Video Game Artificial Intelligence" is a pioneering work that will undoubtedly leave a lasting impact on readers and the field of AI research.


  • Authors: Diego Pérez Liébana, Simon M. Lucas, Raluca D. Gaina, Julian Togelius, Ahmed Khalifa, Jialin Liu

  • Publisher: Morgan & Claypool Publishers

  • Published Date: October 09, 2019

  • Page Count: 193.0

  • Print Type: BOOK

  • Categories: Computers

  • Maturity Rating: NOT_MATURE

  • Language: en


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artificial-intelligence-91289-1

A Guide for Thinking Humans


In "Artificial Intelligence: A Guide for Thinking Humans, " Melanie Mitchell illuminates the intrigues, triumphs, and fears surrounding artificial intelligence (AI). Tracing AI's history and recent breakthroughs, the award-winning computer scientist dissects AI's claims - from how intelligent AI programs are, to when and why they fall short - providing captivating accounts of the field's most interesting and provocative works. The book is brimming with humor, personal anecdotes, and expert insights, making it an indispensable guide for understanding today's AI and its implications for our future.


  • Authors: Melanie Mitchell

  • Publisher: Farrar, Straus and Giroux

  • Published Date: October 15, 2019

  • Page Count: 336.0

  • Print Type: BOOK

  • Categories: Computers

  • Maturity Rating: NOT_MATURE

  • Language: en


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monte-carlo-methods-101606-1

"Monte Carlo Methods" by Adrian Barbu and Song-Chun Zhu is a comprehensive guide that bridges the gap between statistics and computer science, making it an essential read for both researchers and practitioners. This book is designed to develop and teach graduate courses on Monte Carlo methods, providing an in-depth overview of various techniques such as Sequential Monte Carlo, Markov Chain Monte Carlo, Metropolis-Hastings, and others.

The authors emphasize the importance of Monte Carlo methods in solving complex problems across a range of fields, including Computer Vision, Graphics, Machine Learning, Robotics, and Artificial Intelligence. Each chapter includes multiple practical applications to facilitate a deeper understanding of the different methods.

With a focus on real-world applications, the book aims to introduce researchers to applying Monte Carlo methods to broader problems and enable scientists and engineers to enhance their research using these techniques. "Monte Carlo Methods" is an indispensable resource for anyone seeking to master the art of Monte Carlo simulations and expand their research capabilities.


  • Authors: Adrian Barbu, Song-Chun Zhu

  • Publisher: Springer Nature

  • Published Date: February 24, 2020

  • Page Count: 433.0

  • Print Type: BOOK

  • Categories: Mathematics

  • Maturity Rating: NOT_MATURE

  • Language: en


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