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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

Why use neural networks?

As we just saw, a basic value iteration approach can be used to update the Bellman equation and iteratively find ideal state-action pairs to optimally navigate a given environment. This approach actually stores new information at each time step, iteratively making our algorithm more intelligent. However, there is a problem with this method as well. It's simply not scalable! The taxi cab environment is simple enough, with 500 states and 6 actions, to be solved by iteratively updating the Q-values, thereby estimating the value of each individual state-action pair. However, more complex simulations, like a video game, may potentially have millions of states and hundreds of actions, which is why computing the quality of each state-action pair becomes computationally unfeasible and logically inefficient. The only option we are left with, in such circumstances...

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