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Artificial intelligence surrounds us. More and more of the systems and services you interact with every day are based on AI technology. Although some very recent AI systems are generalists to a degree, most AI is narrowly specific; that is, it can only do a single thing, in a single context. For example, your spellchecker can't do mathematics, and the world's best chess-playing program can't play Tetris. Human intelligence is different. We can solve a variety of tasks, including those we have not seen before. In Artificial General Intelligence, Julian Togelius explores technical approaches to developing more general artificial intelligence and asks what general AI would mean for human civilization.
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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.
Artificial intelligence. --- Computer games—Programming. --- Computational intelligence. --- User interfaces (Computer systems). --- Application software. --- Artificial Intelligence. --- Game Development. --- Computational Intelligence. --- User Interfaces and Human Computer Interaction. --- Computer Appl. in Arts and Humanities. --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Intelligence, Computational --- Artificial intelligence --- Soft 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 --- Simulation methods --- Fifth generation computers --- Neural computers
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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.
Computer science. --- User interfaces (Computer systems). --- Artificial intelligence. --- Application software. --- Computational intelligence. --- Computer Science. --- Artificial Intelligence (incl. Robotics). --- Game Development. --- Computational Intelligence. --- User Interfaces and Human Computer Interaction. --- Computer Appl. in Arts and Humanities. --- Intelligence, Computational --- Artificial intelligence --- Soft computing --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- 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 --- Simulation methods --- Fifth generation computers --- Neural computers --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Informatics --- Science --- Computer games—Programming. --- Engineering. --- Information systems. --- Artificial Intelligence. --- Construction --- Industrial arts --- Technology --- User interfaces (Computer systems)
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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.
Computer science. --- Computers. --- Computer science --- Artificial intelligence. --- Personal computers. --- Computer Science. --- Artificial Intelligence (incl. Robotics). --- Personal Computing. --- Mathematics of Computing. --- Theory of Computation. --- Mathematics. --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Computer mathematics --- Discrete mathematics --- Electronic data processing --- Automatic computers --- Automatic data processors --- Computer hardware --- Computing machines (Computers) --- Electronic calculating-machines --- Electronic computers --- Hardware, Computer --- Informatics --- Mathematics --- Minicomputers --- Bionics --- Cognitive science --- Digital computer simulation --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Computer systems --- Cybernetics --- Calculators --- Cyberspace --- Science --- Information theory. --- Artificial Intelligence. --- Communication theory --- Communication --- Computer games --- Artificial intelligence --- Programming --- Application software --- Electronic games --- Computer science—Mathematics.
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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. .
Computer science. --- Computers. --- Computer science --- Artificial intelligence. --- Personal computers. --- Computer Science. --- Artificial Intelligence (incl. Robotics). --- Personal Computing. --- Mathematics of Computing. --- Theory of Computation. --- Mathematics. --- Home computers --- Micro computers --- Micros (Microcomputers) --- PCs (Microcomputers) --- Personal computers --- Small computers --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Computer mathematics --- Discrete mathematics --- Electronic data processing --- Automatic computers --- Automatic data processors --- Computer hardware --- Computing machines (Computers) --- Electronic calculating-machines --- Electronic computers --- Hardware, Computer --- Informatics --- Mathematics --- Minicomputers --- Bionics --- Cognitive science --- Digital computer simulation --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Computer systems --- Cybernetics --- Calculators --- Cyberspace --- Science --- Information theory. --- Artificial Intelligence. --- Communication theory --- Communication --- Computer games --- Application software --- Electronic games --- Computer science—Mathematics.
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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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