A Short Introduction to Machine Learning

Author(s):  
Stylianos Kampakis
2018 ◽  
Vol 5 (3) ◽  
pp. 79-112
Author(s):  
Francisco S Melo ◽  
Samuel Mascarenhas ◽  
Ana Paiva

This paper provides a short introduction to the field of machine learning for interactive pedagogical systems. Departing from different examples encountered in interactive pedagogical systems—such as intelligent tutoring systems or serious games—we go over several representative families of methods in machine learning, introducing key concepts in this field. We discuss common challenges in machine learning and how current methods address such challenges. Conversely, by anchoring our presentation on actual interactive pedagogical systems, highlight how machine learning can benefit the development of such systems.


2020 ◽  
Vol 39 (6) ◽  
pp. 438-439
Author(s):  
Andreas Rüger ◽  
John Brittan ◽  
Robert Avakian

Deep learning for computer vision: Image classification, object detection, and face recognition in Python, by Jason Brownlee, 2020, Machine Learning Mastery, 563 p., US$0 (eBook). Illustrated Seismic Processing: Volume 1: Imaging, by Stephen J. Hill and Andreas Rüger, ISBN 978-1-560-80361-4, 2019, Society of Exploration Geophysicists, 330 p., US$39 (members), US$72 (nonmembers). Geology: A Very Short Introduction, by Jan Zalasiewicz, ISBN 978-0-198-80445-1, 2018, Oxford University Press, 168 p., US$11.95 (print).


2019 ◽  
Vol 28 (02) ◽  
pp. 1930001 ◽  
Author(s):  
Nicolas A. Barriga

One of the main costs of developing a videogame is content creation. Procedural Content Generation (PCG) can help alleviate that cost by algorithmically generating some of the content a human would normally produce. We first describe and classify the different types of content that can be automatically generated for a videogame. Then, we review the most prominent PCG algorithms, focusing on current research on search-based and machine learning based methods. Finally, we close with our take on the most important open problems and the potential impact solving them will have on the videogame industry.


2020 ◽  
Vol 43 ◽  
Author(s):  
Myrthe Faber

Abstract Gilead et al. state that abstraction supports mental travel, and that mental travel critically relies on abstraction. I propose an important addition to this theoretical framework, namely that mental travel might also support abstraction. Specifically, I argue that spontaneous mental travel (mind wandering), much like data augmentation in machine learning, provides variability in mental content and context necessary for abstraction.


2020 ◽  
Author(s):  
Man-Wai Mak ◽  
Jen-Tzung Chien

2020 ◽  
Author(s):  
Mohammed J. Zaki ◽  
Wagner Meira, Jr
Keyword(s):  

2020 ◽  
Author(s):  
Marc Peter Deisenroth ◽  
A. Aldo Faisal ◽  
Cheng Soon Ong
Keyword(s):  

Author(s):  
Lorenza Saitta ◽  
Attilio Giordana ◽  
Antoine Cornuejols

Author(s):  
Shai Shalev-Shwartz ◽  
Shai Ben-David
Keyword(s):  

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