How To Quickly Solve The Rubik S Cube Manual For Beginners And Advanced Solutions

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How to QUICKLY Solve the Rubik's Cube !MANUAL FOR BEGINNERS AND ADVANCED SOLUTIONS

This book contains the beginner's method to solve Rubik's cube with about 65 figures and the whole process broken down in just 7 steps. There are many ways to solve a Rubik's cube. This book contains a method for beginner's and a method for intermediate solvers. In this book is the easiest way to solve the cube using the beginner's method and algorithms for Advanced solves intermediate OLL (Orienting Last Layer), PLL (Permuting Last Layer).The method presented here divides the cube into layers and you can solve each layer applying a given algorithm not disturbing the pieces already in place which you had inserted earlier.This book can be purchased from amazon.in/amazon.com at lower prices
Speedsolving the Cube

Author: Dan Harris
language: en
Publisher: Sterling Publishing Company, Inc.
Release Date: 2008
Reinforcement Learning, second edition

The significantly expanded and updated new edition of a widely used text on reinforcement learning, one of the most active research areas in artificial intelligence. Reinforcement learning, one of the most active research areas in artificial intelligence, is a computational approach to learning whereby an agent tries to maximize the total amount of reward it receives while interacting with a complex, uncertain environment. In Reinforcement Learning, Richard Sutton and Andrew Barto provide a clear and simple account of the field's key ideas and algorithms. This second edition has been significantly expanded and updated, presenting new topics and updating coverage of other topics. Like the first edition, this second edition focuses on core online learning algorithms, with the more mathematical material set off in shaded boxes. Part I covers as much of reinforcement learning as possible without going beyond the tabular case for which exact solutions can be found. Many algorithms presented in this part are new to the second edition, including UCB, Expected Sarsa, and Double Learning. Part II extends these ideas to function approximation, with new sections on such topics as artificial neural networks and the Fourier basis, and offers expanded treatment of off-policy learning and policy-gradient methods. Part III has new chapters on reinforcement learning's relationships to psychology and neuroscience, as well as an updated case-studies chapter including AlphaGo and AlphaGo Zero, Atari game playing, and IBM Watson's wagering strategy. The final chapter discusses the future societal impacts of reinforcement learning.