Ai And Artificial Life In Video Games


Ai And Artificial Life In Video Games
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Ai And Artificial Life In Video Games


Ai And Artificial Life In Video Games
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Author : Guy W. Lecky-Thompson
language : en
Publisher: Charles River Media
Release Date : 2008

Ai And Artificial Life In Video Games written by Guy W. Lecky-Thompson and has been published by Charles River Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with Computers categories.


"Course technology Cengage learning"--Cover.



Artificial Intelligence For Computer Games


Artificial Intelligence For Computer Games
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Author : Pedro Antonio González-Calero
language : en
Publisher: Springer Science & Business Media
Release Date : 2011-03-01

Artificial Intelligence For Computer Games written by Pedro Antonio González-Calero 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 2011-03-01 with Technology & Engineering categories.


The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of academic AI techniques into current electronic entertainment games. The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players. Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.



Artificial Intelligence And Games


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.



General Video Game Artificial Intelligence


General Video Game Artificial Intelligence
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Author : Diego Pérez Liébana
language : en
Publisher: Morgan & Claypool Publishers
Release Date : 2019-10-09

General Video Game Artificial Intelligence written by Diego Pérez Liébana and has been published by Morgan & Claypool Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-10-09 with Computers categories.


Research on general video game playing aims at designing agents or content generators that can perform well in multiple video games, possibly without knowing the game in advance and with little to no specific domain knowledge. The general video game AI framework and competition propose a challenge in which researchers can test their favorite AI methods with a potentially infinite number of games created using the Video Game Description Language. The open-source framework has been used since 2014 for running a challenge. Competitors around the globe submit their best approaches that aim to generalize well across games. Additionally, the framework has been used in AI modules by many higher-education institutions as assignments, or as proposed projects for final year (undergraduate and Master's) students and Ph.D. candidates. The present book, written by the developers and organizers of the framework, presents the most interesting highlights of the research performed by the authors during these years in this domain. It showcases work on methods to play the games, generators of content, and video game optimization. It also outlines potential further work in an area that offers multiple research directions for the future.



Artificial Intelligence For Computer Games


Artificial Intelligence For Computer Games
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Author : John David Funge
language : en
Publisher: CRC Press
Release Date : 2004-07-29

Artificial Intelligence For Computer Games written by John David Funge and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004-07-29 with Computers categories.


Learn to make games that are more fun and engaging! Building on fundamental principles of Artificial Intelligence, Funge explains how to create Non-Player Characters (NPCs) with progressively more sophisticated capabilities. Starting with the basic capability of acting in the game world, the book explains how to develop NPCs who can perceive, remem



Biologically Inspired Artificial Intelligence For Computer Games


Biologically Inspired Artificial Intelligence For Computer Games
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Author : Charles, Darryl
language : en
Publisher: IGI Global
Release Date : 2007-11-30

Biologically Inspired Artificial Intelligence For Computer Games written by Charles, Darryl and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-11-30 with Computers categories.


"This book examines modern artificial intelligence to display how it may be applied to computer games. It spans the divide that exists between the academic research community working with advanced artificial intelligence and the games programming community which must create and release new and interesting games, creating an invaluable collection supporting both technological research and the gaming industry"--Provided by publisher.



Artificial Intelligence Video Games


Artificial Intelligence Video Games
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Author : Fouad Sabry
language : en
Publisher: One Billion Knowledgeable
Release Date : 2023-07-04

Artificial Intelligence Video Games written by Fouad Sabry and has been published by One Billion Knowledgeable this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-07-04 with Computers categories.


What Is Artificial Intelligence Video Games Artificial intelligence (AI) is used in video games to develop responsive, adaptive, or intelligent behaviors, primarily in non-player characters (NPCs), that are akin to the intellect of humans. Since the beginning of the video game industry in the 1950s, artificial intelligence has been an essential component of the medium. Artificial intelligence (AI) in video games is a discrete topic that is distinct from AI in academic settings. Rather than serving the purposes of machine learning or decision making, it is designed to enhance the experience of game players. The concept of artificial intelligence (AI) opponents became very popular during the golden age of arcade video games. This concept manifested itself in the form of graduated difficulty levels, distinct movement patterns, and in-game events that were reliant on the player's input. The behavior of non-player characters (NPCs) in modern games is frequently governed by tried-and-true methods such as pathfinding and decision trees. Data mining and procedural content production are two examples of AI applications that are frequently utilized in methods that are not immediately obvious to the user. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Artificial intelligence in video games Chapter 2: Artificial intelligence Chapter 3: List of artificial intelligence projects Chapter 4: Video game programmer Chapter 5: Interactive storytelling Chapter 6: Outline of video games Chapter 7: Outline of artificial intelligence Chapter 8: General game playing Chapter 9: Dynamic game difficulty balancing Chapter 10: Machine learning in video games (II) Answering the public top questions about artificial intelligence video games. (III) Real world examples for the usage of artificial intelligence video games in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of artificial intelligence video games' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of artificial intelligence video games.



Ai Driven Gaming


Ai Driven Gaming
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Author : Reginald Morris
language : en
Publisher: Independently Published
Release Date : 2023-08-07

Ai Driven Gaming written by Reginald Morris and has been published by Independently Published this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-08-07 with categories.


AI-Driven Gaming: How Artificial Intelligence is Shaping Video Games is a deeply researched and meticulously crafted special report, serving as a beacon of knowledge and insight into the rapidly evolving world of AI in the gaming industry. This trek into the heart of gaming technology breaks down the in-depth topics into engaging, comprehensible pieces, taking you through the whirlwind revolution AI has sparked across the gaming landscape. Penned by Reginald Morris, a prolific writer and a profound voice in the AI-Gaming domain, this report intricately weaves together complex concepts, making them accessible to everyone - from gaming enthusiasts and tech-savvy readers to curious minds exploring the thrilling intersection of AI and video games. Unearth the origins and evolution of AI in gaming, setting the foundation for a deeper understanding. Unravel the mechanics behind AI's role in creating lifelike Non-Player Characters (NPCs). Witness how AI is redrawing the lines of what's possible through game design transformation. Explore the influence of AI on user experience, shaping the future of interactive entertainment. Reginald's candid insights, coupled with his comprehensive analysis, craft a narrative that transcends the gaming arena, providing glimpses into the future of technology and human interaction. More than a report, this narrative is an invitation to embrace and understand the changing game of life in an AI-driven world. Whether you're seeking to deepen your understanding, fuel your curiosity, or stay ahead of the trend, AI-Driven Gaming: How Artificial Intelligence is Shaping Video Games is an essential compendium. It's more than a purchase-it's an investment in future knowledge.



Believable Bots


Believable Bots
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Author : Philip Hingston
language : en
Publisher: Springer Science & Business Media
Release Date : 2012-10-20

Believable Bots written by Philip Hingston 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 2012-10-20 with Computers categories.


We share our modern world with bots – chatbots to converse with, roombots to clean our houses, spambots to fill our e-mail inboxes, and medibots to assist our surgeons. This book is about computer game bots, virtual companions who accompany us in virtual worlds or sharpen our fighting skills. These bots must be believable, that is human players should believe they are interacting with entities operating at a human level – bots are more fun if they behave like we do. This book shows how to create believable bots that play computer games, and it discusses the implications of making them appear human. The chapters in this book present the state of the art in research on and development of game bots, and they also look beyond the design aspects to address deep questions: Is a bot that plays like a person intelligent? Does it have emotions? Is it conscious? The topic is inherently interdisciplinary, and the work draws from research and practice in many fields, such as design, creativity, entertainment, and graphics; learning, psychology, and sociology; artificial intelligence, embodiment, agents, machine learning, robotics, human–computer interaction, and artificial life; cognition and neuroscience; and evolutionary computing. The contributing authors are among the leading researchers and developers in this field, and most of the examples and case studies involve analysis of commercial products. The book will be of value to graduate students and academic researchers in artificial intelligence, and to engineers charged with the design of entertaining games.



Practical Game Ai Programming


Practical Game Ai Programming
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Author : Micael DaGraca
language : en
Publisher: Packt Publishing Ltd
Release Date : 2017-06-30

Practical Game Ai Programming written by Micael DaGraca 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 2017-06-30 with Computers categories.


Jump into the world of Game AI development About This Book Move beyond using libraries to create smart game AI, and create your own AI projects from scratch Implement the latest algorithms for AI development and in-game interaction Customize your existing game AI and make it better and more efficient to improve your overall game performance Who This Book Is For This book is for game developers with a basic knowledge of game development techniques and some basic programming techniques in C# or C++. What You Will Learn Get to know the basics of how to create different AI for different type of games Know what to do when something interferes with the AI choices and how the AI should behave if that happens Plan the interaction between the AI character and the environment using Smart Zones or Triggering Events Use animations correctly, blending one animation into another and rather than stopping one animation and starting another Calculate the best options for the AI to move using Pruning Strategies, Wall Distances, Map Preprocess Implementation, and Forced Neighbours Create Theta algorithms to the AI to find short and realistic looking paths Add many characters into the same scene and make them behave like a realistic crowd In Detail The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to determine character movement. Next, you'll learn how AI characters should behave within the environment created. Moving on, you'll explore how to work with animations. You'll also plan and create pruning strategies, and create Theta algorithms to find short and realistic looking game paths. Next, you'll learn how the AI should behave when there is a lot of characters in the same scene. You'll explore which methods and algorithms, such as possibility maps, Forward Chaining Plan, Rete Algorithm, Pruning Strategies, Wall Distances, and Map Preprocess Implementation should be used on different occasions. You'll discover how to overcome some limitations, and how to deliver a better experience to the player. By the end of the book, you think differently about AI. Style and approach The book has a step-by-step tutorial style approach. The algorithms are explained by implementing them in #.