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Hands-On Neural Networks with Keras

Hands-On Neural Networks with Keras

By : Purkait
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Hands-On Neural Networks with Keras

Hands-On Neural Networks with Keras

By: Purkait

Overview of this book

Neural networks are used to solve a wide range of problems in different areas of AI and deep learning. Hands-On Neural Networks with Keras will start with teaching you about the core concepts of neural networks. You will delve into combining different neural network models and work with real-world use cases, including computer vision, natural language understanding, synthetic data generation, and many more. Moving on, you will become well versed with convolutional neural networks (CNNs), recurrent neural networks (RNNs), long short-term memory (LSTM) networks, autoencoders, and generative adversarial networks (GANs) using real-world training datasets. We will examine how to use CNNs for image recognition, how to use reinforcement learning agents, and many more. We will dive into the specific architectures of various networks and then implement each of them in a hands-on manner using industry-grade frameworks. By the end of this book, you will be highly familiar with all prominent deep learning models and frameworks, and the options you have when applying deep learning to real-world scenarios and embedding artificial intelligence as the core fabric of your organization.
Table of Contents (16 chapters)
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1
Section 1: Fundamentals of Neural Networks
5
Section 2: Advanced Neural Network Architectures
10
Section 3: Hybrid Model Architecture
13
Section 4: Road Ahead

Assessing the value of a state

First, we need to estimate the value (V) of state (s) while following a specific policy (π). This tells you the expected cumulative reward at the terminal state of a game while following a policy (π) starting at state (s). Why is this useful? Well, imagine that our learning agent's environment is populated by enemies that are continuously chasing the agent. It may have developed a policy dictating it to never stop running during the whole game. In this case, the agent should have enough flexibility to evaluate the value of game states (when it runs up to the edge of a cliff, for example, so as to not run off it and die). We can do this by defining the value function at a given state, V π (s), as the expected cumulative (discounted) reward that the agent receives from following that policy, starting from the current state:

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