Agents In The Long Game Of Ai

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Agents In The Long Game Of Ai
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Author : Marjorie Mcshane
language : en
Publisher: MIT Press
Release Date : 2024-09-03
Agents In The Long Game Of Ai written by Marjorie Mcshane and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-09-03 with Computers categories.
A novel approach to hybrid AI aimed at developing trustworthy agent collaborators. The vast majority of current AI relies wholly on machine learning (ML). However, the past thirty years of effort in this paradigm have shown that, despite the many things that ML can achieve, it is not an all-purpose solution to building human-like intelligent systems. One hope for overcoming this limitation is hybrid AI: that is, AI that combines ML with knowledge-based processing. In Agents in the Long Game of AI, Marjorie McShane, Sergei Nirenburg, and Jesse English present recent advances in hybrid AI with special emphases on content-centric computational cognitive modeling, explainability, and development methodologies. At present, hybridization typically involves sprinkling knowledge into an ML black box. The authors, by contrast, argue that hybridization will be best achieved in the opposite way: by building agents within a cognitive architecture and then integrating judiciously selected ML results. This approach leverages the power of ML without sacrificing the kind of explainability that will foster society’s trust in AI. This book shows how we can develop trustworthy agent collaborators of a type not being addressed by the “ML alone” or “ML sprinkled by knowledge” paradigms—and why it is imperative to do so.
Artificial Intelligence And Games
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Author : Georgios N. Yannakakis
language : en
Publisher: Springer
Release Date : 2018-02-17
Artificial Intelligence And Games written by Georgios N. Yannakakis and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-02-17 with Computers categories.
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.
Playing Smart
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Author : Julian Togelius
language : en
Publisher: MIT Press
Release Date : 2019-01-15
Playing Smart written by Julian Togelius and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-01-15 with Games & Activities categories.
THE FUTURE OF GAME DESIGN IN THE AGE OF AI: Can games measure intelligence? And how will artificial intelligence inform games of the future? In Playing Smart, Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how. Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM’s Deep Blue and DeepMind’s AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. Game design is at heart a cognitive science, Togelius reminds us—when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.
The Very Long Game
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Author : Heiko Borchert
language : en
Publisher: Springer Nature
Release Date : 2024-07-18
The Very Long Game written by Heiko Borchert and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-07-18 with Political Science categories.
This open access book is the outcome of a unique multinational effort organized by the Hamburg-based Defense AI Observatory (DAIO) to portray the current state of affairs regarding the use of artificial intelligence (AI) by armed forces around the world. The contributions span a diverse range of geostrategic contexts by providing in-depth case studies on Australia, Canada, China, Denmark, Estonia, Finland, France, Germany, Greece, India, Iran, Israel, Italy, Japan, the Netherlands, Russia, Singapore, South Korea, Spain, Sweden, Taiwan, Turkey, Ukraine, the UK, and the United States. The book does not speculate about the future implications of AI on armed forces, but rather discusses how armed forces are currently exploring the potential of this emerging technology. By adopting a uniform analytical framework, each case study discusses how armed forces view defense AI; how they are developing AI-enhanced solutions, adapting existing structures and processes, and funding their defense AI endeavors; to what extent defense AI is already fielded and operated; and how soldiers and officers are being trained to work with AI.
Proceedings Of The Future Technologies Conference Ftc 2022 Volume 1
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Author : Kohei Arai
language : en
Publisher: Springer Nature
Release Date : 2022-10-12
Proceedings Of The Future Technologies Conference Ftc 2022 Volume 1 written by Kohei Arai and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-10-12 with Technology & Engineering categories.
The seventh Future Technologies Conference 2022 was organized in a hybrid mode. It received a total of 511 submissions from learned scholars, academicians, engineers, scientists and students across many countries. The papers included the wide arena of studies like Computing, Artificial Intelligence, Machine Vision, Ambient Intelligence and Security and their jaw- breaking application to the real world. After a double-blind peer review process 177 submissions have been selected to be included in these proceedings. One of the prominent contributions of this conference is the confluence of distinguished researchers who not only enthralled us by their priceless studies but also paved way for future area of research. The papers provide amicable solutions to many vexing problems across diverse fields. They also are a window to the future world which is completely governed by technology and its multiple applications. We hope that the readers find this volume interesting and inspiring and render their enthusiastic support towards it.
Hands On Intelligent Agents With Openai Gym
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Author : Praveen Palanisamy
language : en
Publisher: Packt Publishing Ltd
Release Date : 2018-07-31
Hands On Intelligent Agents With Openai Gym written by Praveen Palanisamy and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-07-31 with Computers categories.
Implement intelligent agents using PyTorch to solve classic AI problems, play console games like Atari, and perform tasks such as autonomous driving using the CARLA driving simulator Key Features Explore the OpenAI Gym toolkit and interface to use over 700 learning tasks Implement agents to solve simple to complex AI problems Study learning environments and discover how to create your own Book Description Many real-world problems can be broken down into tasks that require a series of decisions to be made or actions to be taken. The ability to solve such tasks without a machine being programmed requires a machine to be artificially intelligent and capable of learning to adapt. This book is an easy-to-follow guide to implementing learning algorithms for machine software agents in order to solve discrete or continuous sequential decision making and control tasks. Hands-On Intelligent Agents with OpenAI Gym takes you through the process of building intelligent agent algorithms using deep reinforcement learning starting from the implementation of the building blocks for configuring, training, logging, visualizing, testing, and monitoring the agent. You will walk through the process of building intelligent agents from scratch to perform a variety of tasks. In the closing chapters, the book provides an overview of the latest learning environments and learning algorithms, along with pointers to more resources that will help you take your deep reinforcement learning skills to the next level. What you will learn Explore intelligent agents and learning environments Understand the basics of RL and deep RL Get started with OpenAI Gym and PyTorch for deep reinforcement learning Discover deep Q learning agents to solve discrete optimal control tasks Create custom learning environments for real-world problems Apply a deep actor-critic agent to drive a car autonomously in CARLA Use the latest learning environments and algorithms to upgrade your intelligent agent development skills Who this book is for If you’re a student, game/machine learning developer, or AI enthusiast looking to get started with building intelligent agents and algorithms to solve a variety of problems with the OpenAI Gym interface, this book is for you. You will also find this book useful if you want to learn how to build deep reinforcement learning-based agents to solve problems in your domain of interest. Though the book covers all the basic concepts that you need to know, some working knowledge of Python programming language will help you get the most out of it.
Agents For Educational Games And Simulations
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Author : Martin Beer
language : en
Publisher: Springer
Release Date : 2012-07-20
Agents For Educational Games And Simulations written by Martin Beer and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-07-20 with Computers categories.
This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications.
Agents For Games And Simulations Ii
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Author : F. Dignum
language : en
Publisher: Springer Science & Business Media
Release Date : 2011-01-14
Agents For Games And Simulations Ii written by F. Dignum and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-01-14 with Computers categories.
While today's game engines and multi-agent platforms cross-fertilize each other to some extent, the technologies used in these areas are not readily compatible due to some differences in their primary concerns. Where game engines prioritize efficiency and central control, multi-agent platforms focus on agent autonomy and sophisticated communication capabilities. This volume gives an overview of the current state of the art for people wishing to combine agent technology with (serious) games. This state-of-the-art survey contains a collection of papers presented at AGS 2010; the Second International Workshop on Agents for Games and Simulations, held on May 10, 2010, in Toronto, as well as extended versions of papers from other workshops and from the AAMAS conference. The 14 papers are organized in three topical sections focusing on architectures combining agents and game engines, on the training aspects of the games, on social and organizational aspects of games and agents, respectively.
Game Ai Uncovered
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Author : Paul Roberts
language : en
Publisher: CRC Press
Release Date : 2024-06-04
Game Ai Uncovered written by Paul Roberts and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-06-04 with Computers categories.
Game AI Uncovered: Volume Two continues the series with the collected wisdom, ideas, tricks and cutting‐edge techniques from 22 of the top game AI professionals and researchers from around the world. The techniques discussed in these pages cover the underlying development of a wide array of published titles, including The Survivalists, Wheelman, Plants vs. Zombies: Battle for Neighborville, Dead Space, Zombie Army 4, Evil Genius 2, Sniper Elite 5, Sonic & All‐Stars Racing Transformed, DiRT: Showdown, and more. Contained within this volume are overviews and insights covering a host of different areas within game AI, including generalised planners, player imitation, awareness, dynamic behaviour trees, decision‐making architectures, agent learning for automated playthroughs, utility systems, machine learning for cinematography, directed acyclic graphs, environment steering, difficulty scenarios, environmental cues through voxels, automated testing approaches, dumbing down your AI, synchronized path following, and much more. Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of your own games but also spark ideas for new approaches. This volume includes chapters written by Nuno Vicente Barreto, Steve Bilton, Andy Brown, Dr Allan Bruce, Richard Bull, Phil Carlisle, Sarah Cook, Michele Condò, Steven Dalton, Rodolfo Fava, Jonas Gillberg, Dominik Gotojuch, Dale Green, Tobias Karlsson, Jonathan Keslake, Fernando Penousal Machado, Ivan Mateev, Dr Nic Melder, Dr Bram Ridder, Paul Roberts, Licínio Roque, and Andrea Schiel.
Encyclopedia Of Video Games
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Author : Mark J. P. Wolf
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2021-05-24
Encyclopedia Of Video Games written by Mark J. P. Wolf and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-05-24 with Games & Activities categories.
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.