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Python Machine Learning By Example

Python Machine Learning By Example

By : Yuxi (Hayden) Liu
4.9 (9)
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Python Machine Learning By Example

Python Machine Learning By Example

4.9 (9)
By: Yuxi (Hayden) Liu

Overview of this book

The fourth edition of Python Machine Learning By Example is a comprehensive guide for beginners and experienced machine learning practitioners who want to learn more advanced techniques, such as multimodal modeling. Written by experienced machine learning author and ex-Google machine learning engineer Yuxi (Hayden) Liu, this edition emphasizes best practices, providing invaluable insights for machine learning engineers, data scientists, and analysts. Explore advanced techniques, including two new chapters on natural language processing transformers with BERT and GPT, and multimodal computer vision models with PyTorch and Hugging Face. You’ll learn key modeling techniques using practical examples, such as predicting stock prices and creating an image search engine. This hands-on machine learning book navigates through complex challenges, bridging the gap between theoretical understanding and practical application. Elevate your machine learning and deep learning expertise, tackle intricate problems, and unlock the potential of advanced techniques in machine learning with this authoritative guide.
Table of Contents (18 chapters)
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16
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Index

Performing Monte Carlo learning

Monte Carlo (MC)-based reinforcement learning is a model-free approach, which means it doesn’t need a known transition matrix and reward matrix. In this section, you will learn about MC policy evaluation on Gymnasium’s Blackjack environment, and solve the environment with MC control algorithms. Blackjack is a typical environment with an unknown transition matrix. Let’s first simulate the Blackjack environment.

Simulating the Blackjack environment

Blackjack is a popular card game. The game has the following rules:

  • The player competes against a dealer and wins if the total value of their cards is higher than the dealer’s and doesn’t exceed 21.
  • Cards from 2 to 10 have values from 2 to 10.
  • Cards J, K, and Q have a value of 10.
  • The value of an ace can be either 1 or 11 (called a “usable” ace).
  • At the beginning, both parties are given two random cards, but only one...
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