A.I.: How Patterns Helped Artificial Intelligence Defeat World Champion Lee Sedol (Moments in Science #6)

by Darcy Pattison (Author) Peter Willis (Illustrator)

A.I.: How Patterns Helped Artificial Intelligence Defeat World Champion Lee Sedol (Moments in Science #6)
Reading Level: 2nd − 3rd Grade

The stage was set for a showdown: Man v. Machine.

On March 9, 2016, the AlphaGo artificial intelligence computer program played the board game, GO, against the world champion, Lee Sedol.

The Game: Go is the oldest board game in the world. Games are perfect tests for A.I because they keep score. It's easy to see when the A.I. is improving.

The Man: Korean Lee Sedol was the world's top Go player. He expected to win all five games of the match. Could the A.I. teach him anything?

The Machine: Developed in 2014, AlphaGo was a computer artificial intelligence program designed to play Go by using deep learning to recognize patterns in the game. It had already beaten the European champion. Could it defeat Sedol?

The exciting historic meeting of minds unfolded across five difficult games. This story introduces concepts of artificial intelligence and helps kids understand the challenges and the promise of working with A.I.

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$25.99

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An attractive informational picture book on an unusual topic.

Kirkus Reviews

An enthralling, contemporary tale of man versus machine.

Review quotes

"The book also includes kid-friendly explanations of AI...The work will especially be enjoyed by young readers interested in technology, programming, or gaming...An enthralling, contemporary tale of man versus machine." Kirkus Reviews

Classification
Non-fiction
ISBN-13
9781629441818
Lexile Measure
680
Guided Reading Level
-
Publisher
Mims House
Publication date
June 20, 2021
Series
Moments in Science
BISAC categories
JNF051120 - Juvenile Nonfiction | Technology | How Things Work/Are Made
JNF012000 - Juvenile Nonfiction | Computers | General
Library of Congress categories
Picture books
Games
Competitions
Artificial intelligence
Korea (South)
Tournaments
Instructional and educational works
Seoul
Go (Game)
Go (Game) players
Soft computing

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