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The book describes the world's first successful experiment in fully automated board game design. Evolutionary methods were used to derive new rule sets within a custom game description language, and self-play trials used to estimate each derived game's potential to interest human players. The end result is a number of new and interesting games, one of which has proved popular and gone on to be commercially published.
Computer games. --- Computer games -- Design. --- Social Sciences --- Mechanical Engineering --- Engineering & Applied Sciences --- Computer Science --- Mechanical Engineering - General --- Recreation & Sports --- Information Technology --- Artificial Intelligence --- Computer games --- Design. --- Computer science. --- Artificial intelligence. --- Computer simulation. --- Application software. --- Computer Science. --- Artificial Intelligence (incl. Robotics). --- Computer Appl. in Arts and Humanities. --- Simulation and Modeling. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Computer modeling --- Computer models --- Modeling, Computer --- Models, Computer --- Simulation, Computer --- Electromechanical analogies --- Mathematical models --- Simulation methods --- Model-integrated computing --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Fifth generation computers --- Neural computers --- Informatics --- Science --- Information systems. --- Artificial Intelligence.
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Human sciences (algemeen) --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- vormgeving --- informatica --- sociale wetenschappen --- simulaties --- KI (kunstmatige intelligentie) --- robots
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Human sciences (algemeen) --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- vormgeving --- informatica --- sociale wetenschappen --- simulaties --- KI (kunstmatige intelligentie) --- robots
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Computer games --- Programming. --- Computer game programming --- Game programming (Computer games) --- Computer programming --- Programming
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This book constitutes the refereed proceedings of the International Conference on Computers and Games, CG 2022, held virtually, during November 22–24, 2022. The 15 full papers included in this book were carefully reviewed and selected from 23 submissions. They were organized in topical sections as follows: classic games, multi-player and multi-action games, solving games, measuring games, decision making in games and puzzles.
Algorithms. --- Design and Analysis of Algorithms. --- Recreation --- Sports & Recreation
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Computer games --- Programming. --- Computer game programming --- Game programming (Computer games) --- Computer programming --- Programming
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This book constitutes the refereed proceedings of the International Conference on Computers and Games, CG 2022, held virtually, during November 22–24, 2022. The 15 full papers included in this book were carefully reviewed and selected from 23 submissions. They were organized in topical sections as follows: classic games, multi-player and multi-action games, solving games, measuring games, decision making in games and puzzles.
Algorithms. --- Design and Analysis of Algorithms. --- Algorism --- Algebra --- Arithmetic --- Foundations --- Recreation --- Sports & Recreation
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