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This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Human sciences (algemeen) --- Applied physical engineering --- Computer science --- Information systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- neuronale netwerken --- fuzzy logic --- games --- cybernetica --- computers --- informatica --- sociale wetenschappen --- programmeren (informatica) --- informatiesystemen --- KI (kunstmatige intelligentie) --- ingenieurswetenschappen --- computerkunde --- AI (artificiële intelligentie)
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This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.
Human sciences (algemeen) --- Computer science --- Programming --- Computer architecture. Operating systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- neuronale netwerken --- fuzzy logic --- games --- cybernetica --- applicatiebeheer --- apps --- mobiele netwerken --- computers --- informatica --- sociale wetenschappen --- programmeren (informatica) --- creativiteit --- KI (kunstmatige intelligentie) --- computerkunde --- architectuur (informatica) --- robots --- interfaces --- AI (artificiële intelligentie)
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This book constitutes the refereed proceedings of the Fourth Computer Games Workshop, CGW 2015, and the Fourth Workshop on General Intelligence in Game-Playing Agents, GIGA 2015, held in conjunction with the 24th International Conference on Artificial Intelligence, IJCAI 2015, Buenos Aires, Argentina, in July 2015. The 12 revised full papers presented were carefully reviewed and selected from 27 submissions. The papers address all aspects of artificial intelligence and computer game playing. They discuss topics such as Monte-Carlo methods; heuristic search; board games; card games; video games; perfect and imperfect information games; puzzles and single player games; multi-player games; combinatorial game theory; applications; computational creativity; computational game theory; evaluation and analysis; game design; knowledge representation; machine learning; multi-agent systems; opponent modeling; planning; reasoning; search.
Mathematics --- Computer science --- Computer architecture. Operating systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- toegepaste informatica --- machine learning --- computers --- informatica --- externe fixatie (geneeskunde --- creativiteit --- wiskunde --- KI (kunstmatige intelligentie) --- computerkunde --- robots --- PC (personal computer) --- AI (artificiële intelligentie)
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This book constitutes the refereed proceedings of the 5th Computer Games Workshop, CGW 2016, and the 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, in New York, USA, in July 2016. The 12 revised full papers presented were carefully reviewed and selected from 25 submissions. The papers address all aspects of artificial intelligence and computer game playing. They discuss topics such as Monte-Carlo methods; heuristic search; board games; card games; video games; perfect and imperfect information games; puzzles and single player games; multi-player games; combinatorial game theory; applications; computational creativity; computational game theory; evaluation and analysis; game design; knowledge representation; machine learning; multi-agent systems; opponent modeling; planning. .
Mathematical control systems --- Computer science --- Computer architecture. Operating systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- toegepaste informatica --- machine learning --- computers --- informatica --- creativiteit --- wiskunde --- KI (kunstmatige intelligentie) --- computerkunde --- PC (personal computer) --- informatietheorie --- AI (artificiële intelligentie)
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Computer science --- Programming --- Computer architecture. Operating systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- beeldverwerking --- informatica --- programmeren (informatica) --- wiskunde --- KI (kunstmatige intelligentie) --- computernetwerken --- robots --- AI (artificiële intelligentie)
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Evolutionary Computation (EC) techniques are e?cient, nature-inspired me- ods based on the principles of natural evolution and genetics. Due to their - ciency and simple underlying principles, these methods can be used for a diverse rangeofactivitiesincludingproblemsolving,optimization,machinelearningand pattern recognition. A large and continuously increasing number of researchers and professionals make use of EC techniques in various application domains. This volume presents a careful selection of relevant EC examples combined with a thorough examination of the techniques used in EC. The papers in the volume illustrate the current state of the art in the application of EC and should help and inspire researchers and professionals to develop e?cient EC methods for design and problem solving. All papers in this book were presented during EvoApplications 2010, which included a range of events on application-oriented aspects of EC. Since 1998, EvoApplications formerly known as EvoWorkshops has provided a unique opportunity for EC researchers to meet and discuss application aspects of EC and has been an important link between EC research and its application in a variety of domains. During these 12 years, new events have arisen, some have disappeared,whileothershavematuredtobecomeconferencesoftheirown,such as EuroGP in 2000, EvoCOP in 2004, and EvoBIO in 2007. And from this year, EvoApplications has become a conference as well.
Complex analysis --- Mathematical statistics --- Computer science --- Programming --- Computer architecture. Operating systems --- Information systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- patroonherkenning --- beeldverwerking --- factoranalyse --- complexe analyse (wiskunde) --- applicatiebeheer --- apps --- computers --- informatiesystemen --- algoritmen --- KI (kunstmatige intelligentie) --- architectuur (informatica) --- AI (artificiële intelligentie)
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Computer science --- Programming --- Computer architecture. Operating systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- beeldverwerking --- informatica --- programmeren (informatica) --- wiskunde --- KI (kunstmatige intelligentie) --- computernetwerken --- robots --- AI (artificiële intelligentie)
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