Computational Intelligence In Games
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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.
Computational Intelligence In Games
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Author : Norio Baba
language : en
Publisher: Physica
Release Date : 2014-03-12
Computational Intelligence In Games written by Norio Baba and has been published by Physica this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-03-12 with Computers categories.
The most powerful computers in the world are not only used for scientific research, defence, and business, but also in game playing. Computer games are a multi-billion dollar industry. Recent advances in computational intelligence paradigms have generated tremendous interest among researchers in the theory and implementation of games. Game theory is a branch of operational research dealing with decision theory in a competitive situation. Game theory involves the mathematical calculations and heuristics to optimize the efficient lines of play. This book presents a sample of the most recent research on the application of computational intelligence techniques in games. This book contains 7 chapters. The first chapter, by Chen, Fanelli, Castellano, and Jain, is an introduction to computational intelligence paradigms. It presents the basics of the main constituents of compu tational intelligence paradigms including knowledge representation, probability-based approaches, fuzzy logic, neural networks, genetic algorithms, and rough sets. In the second chapter, Chellapilla and Fogel present the evolution of a neural network to play checkers without human expertise. This chapter focuses on the use of a population of neural networks, where each network serves as an evaluation function to describe the quality of the current board position. After only a little more than 800 generations, the evolutionary process has generated a neural network that can play checkers at the expert level as designated by the u.s. Chess Federation rating system. The program developed by the authors has also competed well against commercially available software.
Computational Intelligence In Games
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Author : Norio Baba
language : en
Publisher: Springer Science & Business Media
Release Date : 2001-02-27
Computational Intelligence In Games written by Norio Baba 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 2001-02-27 with Computers categories.
The most powerful computers in the world are not only used for scientific research, defence, and business, but also in game playing. Computer games are a multi-billion dollar industry. Recent advances in computational intelligence paradigms have generated tremendous interest among researchers in the theory and implementation of games. Game theory is a branch of operational research dealing with decision theory in a competitive situation. Game theory involves the mathematical calculations and heuristics to optimize the efficient lines of play. This book presents a sample of the most recent research on the application of computational intelligence techniques in games. This book contains 7 chapters. The first chapter, by Chen, Fanelli, Castellano, and Jain, is an introduction to computational intelligence paradigms. It presents the basics of the main constituents of compu tational intelligence paradigms including knowledge representation, probability-based approaches, fuzzy logic, neural networks, genetic algorithms, and rough sets. In the second chapter, Chellapilla and Fogel present the evolution of a neural network to play checkers without human expertise. This chapter focuses on the use of a population of neural networks, where each network serves as an evaluation function to describe the quality of the current board position. After only a little more than 800 generations, the evolutionary process has generated a neural network that can play checkers at the expert level as designated by the u.s. Chess Federation rating system. The program developed by the authors has also competed well against commercially available software.
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.
2017 Ieee Conference On Computational Intelligence And Games Cig
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Author : IEEE Staff
language : en
Publisher:
Release Date : 2017-08-22
2017 Ieee Conference On Computational Intelligence And Games Cig written by IEEE Staff and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-08-22 with Computational intelligence categories.
Computer games not only offer a killer application for computational intelligence (CI), machine learning and search but also provide a compelling domain where problem solving and decision making meet artifact creation both of which can be experienced via a highly immersive, complex and rich interaction Additionally, methods from computational intelligence promise to have a big impact on game technology and development, assisting designers and developers and enabling new types of computer games The Computational Intelligence and Games (CIG) conference series brings together leading researchers and practitioners from academia and industry to discuss recent advances and explore future directions in this field The annual IEEE Conference on Computational Intelligence and Games (CIG) is one of the premier international conferences in the field of computational and artificial intelligence and 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.
2017 Ieee Conference On Computational Intelligence And Games Cig
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Author :
language : en
Publisher:
Release Date :
2017 Ieee Conference On Computational Intelligence And Games Cig written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on with Computational intelligence categories.
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
2018 Ieee Conference On Computational Intelligence And Games Cig
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Author : IEEE Staff
language : en
Publisher:
Release Date : 2018-08-14
2018 Ieee Conference On Computational Intelligence And Games Cig written by IEEE Staff and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-08-14 with categories.
The IEEE Conference on Computational Intelligence and Games is the premier annual event for researchers applying computational and artificial intelligence techniques to games The domain of the conference includes all sorts of CI AI applied to all sorts of games, including board games, video games and mathematical games
On The Design Of Game Playing Agents
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Author : Eun-Youn Kim
language : en
Publisher: Springer Nature
Release Date : 2022-06-01
On The Design Of Game Playing Agents written by Eun-Youn Kim and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-06-01 with Mathematics categories.
Evolving agents to play games is a promising technology. It can provide entertaining opponents for games like Chess or Checkers, matched to a human opponent as an alternative to the perfect and unbeatable opponents embodied by current artifical intelligences. Evolved agents also permit us to explore the strategy space of mathematical games like Prisoner's Dilemma and Rock-Paper-Scissors. This book summarizes, explores, and extends recent work showing that there are many unsuspected factors that must be controlled in order to create a plausible or useful set of agents for modeling cooperation and conflict, deal making, or other social behaviors. The book also provides a proposal for an agent training protocol that is intended as a step toward being able to train humaniform agents—in other words, agents that plausibly model human behavior.