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Deep Learning In Gaming And Animations


Deep Learning In Gaming And Animations
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Deep Learning In Gaming And Animations


Deep Learning In Gaming And Animations
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Author : Vikas Chaudhary
language : en
Publisher: CRC Press
Release Date : 2021-12-07

Deep Learning In Gaming And Animations written by Vikas Chaudhary and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-12-07 with Computers categories.


Over the last decade, progress in deep learning has had a profound and transformational effect on many complex problems, including speech recognition, machine translation, natural language understanding, and computer vision. As a result, computers can now achieve human-competitive performance in a wide range of perception and recognition tasks. Many of these systems are now available to the programmer via a range of so-called cognitive services. More recently, deep reinforcement learning has achieved ground-breaking success in several complex challenges. This book makes an enormous contribution to this beautiful, vibrant area of study: an area that is developing rapidly both in breadth and depth. Deep learning can cope with a broader range of tasks (and perform those tasks to increasing levels of excellence). This book lays a good foundation for the core concepts and principles of deep learning in gaming and animation, walking you through the fundamental ideas with expert ease. This book progresses in a step-by-step manner. It reinforces theory with a full-fledged pedagogy designed to enhance students' understanding and offer them a practical insight into its applications. Also, some chapters introduce and cover novel ideas about how artificial intelligence (AI), deep learning, and machine learning have changed the world in gaming and animation. It gives us the idea that AI can also be applied in gaming, and there are limited textbooks in this area. This book comprehensively addresses all the aspects of AI and deep learning in gaming. Also, each chapter follows a similar structure so that students, teachers, and industry experts can orientate themselves within the text. There are few books in the field of gaming using AI. Deep Learning in Gaming and Animations teaches you how to apply the power of deep learning to build complex reasoning tasks. After being exposed to the foundations of machine and deep learning, you will use Python to build a bot and then teach it the game's rules. This book also focuses on how different technologies have revolutionized gaming and animation with various illustrations.



Deep Learning In Gaming And Animations


Deep Learning In Gaming And Animations
DOWNLOAD
Author : Vikas Chaudhary
language : en
Publisher: CRC Press
Release Date : 2021-12-07

Deep Learning In Gaming And Animations written by Vikas Chaudhary and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-12-07 with Computers categories.


Over the last decade, progress in deep learning has had a profound and transformational effect on many complex problems, including speech recognition, machine translation, natural language understanding, and computer vision. As a result, computers can now achieve human-competitive performance in a wide range of perception and recognition tasks. Many of these systems are now available to the programmer via a range of so-called cognitive services. More recently, deep reinforcement learning has achieved ground-breaking success in several complex challenges. This book makes an enormous contribution to this beautiful, vibrant area of study: an area that is developing rapidly both in breadth and depth. Deep learning can cope with a broader range of tasks (and perform those tasks to increasing levels of excellence). This book lays a good foundation for the core concepts and principles of deep learning in gaming and animation, walking you through the fundamental ideas with expert ease. This book progresses in a step-by-step manner. It reinforces theory with a full-fledged pedagogy designed to enhance students' understanding and offer them a practical insight into its applications. Also, some chapters introduce and cover novel ideas about how artificial intelligence (AI), deep learning, and machine learning have changed the world in gaming and animation. It gives us the idea that AI can also be applied in gaming, and there are limited textbooks in this area. This book comprehensively addresses all the aspects of AI and deep learning in gaming. Also, each chapter follows a similar structure so that students, teachers, and industry experts can orientate themselves within the text. There are few books in the field of gaming using AI. Deep Learning in Gaming and Animations teaches you how to apply the power of deep learning to build complex reasoning tasks. After being exposed to the foundations of machine and deep learning, you will use Python to build a bot and then teach it the game's rules. This book also focuses on how different technologies have revolutionized gaming and animation with various illustrations.



A Generative Journey To Ai


A Generative Journey To Ai
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Author : Toni Ramchandani
language : en
Publisher: BPB Publications
Release Date : 2024-12-10

A Generative Journey To Ai written by Toni Ramchandani and has been published by BPB Publications this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-12-10 with Computers categories.


DESCRIPTION Explore the world of generative AI, a technology capable of creating new data that closely resembles reality. This book covers the fundamentals and advances through cutting-edge techniques. It also clarifies complex concepts, guiding you through the essentials of deep learning, neural networks, and the exciting world of generative models, like GANs, VAEs, Transformers, etc. This book introduces deep learning, machine learning, and neural networks as the foundation of generative models, covering types like GANs and VAEs, diffusion models, and other advanced architectures. It explains their structure, training methods, and applications across various fields. It discusses ethical considerations, responsible development, and future trends in generative AI. It concludes by highlighting how generative AI can be used creatively, transforming fields like art and pushing the boundaries of human creativity, while also addressing the challenges of using these technologies responsibly. This book provides the tools and knowledge needed to leverage generative AI in real-world applications. By the time you complete it, you will have a solid foundation and the confidence to explore the frontiers of AI. KEY FEATURES ● Comprehensive guide to mastering generative AI and deep learning basics. ● Covers text, audio, and video generation with practical examples. ● Insights into emerging trends and potential advancements in the field. WHAT YOU WILL LEARN ● Understand the fundamentals of deep learning and neural networks. ● Master generative models like GANs, VAEs, and Transformers. ● Implement AI techniques for text, audio, and video creation. ● Apply generative AI in real-world scenarios and applications. ● Navigate ethical challenges and explore the future of AI. WHO THIS BOOK IS FOR This book is ideal for AI enthusiasts, developers, and professionals with a basic understanding of Python programming and machine learning. TABLE OF CONTENTS 1. Introduction to Deep Learning 2. Neural Networks and Deep Learning Architectures 3. Unveiling Generative Models 4. Generative Adversarial Networks 5. Variational Autoencoders 6. Diffusion Models 7. Transformers and Large Language Models 8. Exploring Generative Models 9. Video and Music Generation 10. Artistic Side of Generative AI 11. Ethics, Challenges, and Future



Practical C Game Programming With Data Structures And Algorithms


Practical C Game Programming With Data Structures And Algorithms
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Author : Zhenyu George Li
language : en
Publisher: Packt Publishing Ltd
Release Date : 2025-06-30

Practical C Game Programming With Data Structures And Algorithms written by Zhenyu George Li 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 2025-06-30 with Computers categories.


Explore expert techniques in C++ to tackle performance bottlenecks, AI logic, and rendering issues for smoother, smarter, and scalable game development Key Features Solve real-world game dev problems with expert C++ data structures and algorithms Learn through practical, executable code instead of abstract theory or pseudocode Build responsive, high-performance games with advanced rendering and AI techniques Print or Kindle purchase includes a free PDF eBook Book Description Game development demands performance-driven solutions—from rendering complex 3D scenes to managing AI behavior and handling animations. This hands-on book guides you in solving these challenges using high-performance C++ data structures and algorithms. The authors distill their decades of combined industry experience to help you apply practical C++ techniques to create smooth, scalable, and intelligent games. Instead of pseudocode or abstract theory, you’ll work with real, executable examples that translate directly to your projects. Demos in this book have been developed based on raylib library, providing accessible and efficient foundations for learning. Opening with a structured overview of algorithmic thinking in C++ game development, the book covers advanced algorithms and their applications in real-world game scenarios. You’ll implement data structures that optimize game functionality, solve algorithmic problems efficiently, and enhance gameplay with robust AI and rendering techniques. In addition, the key focus is collision detection, 2D/3D rendering, animation, camera controls, and machine learning-driven AI, all through practical, executable C++ code. By the end of this book, you’ll be able to confidently apply advanced C++ techniques to develop efficient, scalable, and feature-rich gameplay systems for modern games. What you will learn Apply data structures and algorithms to solve real game development problems Apply rendering techniques, such as shader, lighting, soft shadow, particles, and quad-tree terrain Build dynamic camera systems like third-person, rail, top-down, and split-screen views Animate skeletal characters using interpolation and inverse kinematics Implement NPC AI with FSM, behavior tree, A* pathfinding, and steering Explore ML with neural networks in a hands-on AI turret defense project Performance and memory optimization using techniques like object pooling and LOD Who this book is for This book is for experienced game programmers, technical artists, and developers looking to refine their skills through real-world C++ solutions. A foundational understanding of C++, data structures, and core game development principles will be beneficial. Whether you want to deepen your expertise or are looking for a reliable reference guide, this book will be your trusted companion in building better games.



Deep Learning Concepts In Operations Research


Deep Learning Concepts In Operations Research
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Author : Biswadip Basu Mallik
language : en
Publisher: CRC Press
Release Date : 2024-08-30

Deep Learning Concepts In Operations Research written by Biswadip Basu Mallik and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-08-30 with Computers categories.


The model-based approach for carrying out classification and identification of tasks has led to the pervading progress of the machine learning paradigm in diversified fields of technology. Deep Learning Concepts in Operations Research looks at the concepts that are the foundation of this model-based approach. Apart from the classification process, the machine learning (ML) model has become effective enough to predict future trends of any sort of phenomena. Such fields as object classification, speech recognition, and face detection have sought extensive application of artificial intelligence (AI) and ML as well. Among a variety of topics, the book examines: An overview of applications and computing devices Deep learning impacts in the field of AI Deep learning as state-of-the-art approach to AI Exploring deep learning architecture for cutting-edge AI solutions Operations research is the branch of mathematics for performing many operational tasks in other allied domains, and the book explains how the implementation of automated strategies in optimization and parameter selection can be carried out by AI and ML. Operations research has many beneficial aspects for decision making. Discussing how a proper decision depends on several factors, the book examines how AI and ML can be used to model equations and define constraints to solve problems and discover proper and valid solutions more easily. It also looks at how automation plays a significant role in minimizing human labor and thereby minimizes overall time and cost.



Proceedings Of 4th International Conference On Machine Learning Advances In Computing Renewable Energy And Communication


Proceedings Of 4th International Conference On Machine Learning Advances In Computing Renewable Energy And Communication
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Author : Anuradha Tomar
language : en
Publisher: Springer Nature
Release Date : 2024-12-13

Proceedings Of 4th International Conference On Machine Learning Advances In Computing Renewable Energy And Communication written by Anuradha Tomar and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-12-13 with Computers categories.


This book gathers selected papers presented at International Conference on Machine Learning, Advances in Computing, Renewable Energy and Communication (MARC 2023), held in Glocal University, Saharanpur, Uttar Pradesh, India, during 28–29 November 2023. This book discusses key concepts, challenges, and potential solutions in connection with established and emerging topics in advanced computing, renewable energy, and network communications.



Ai For Games And Animation


Ai For Games And Animation
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Author : John David Funge
language : en
Publisher: CRC Press
Release Date : 1999-07-22

Ai For Games And Animation 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 1999-07-22 with Computers categories.


John Funge introduces a new approach to creating autonomous characters. Cognitive modeling provides computer-animated characters with logic, reasoning, and planning skills. Individual chapters in the book provide concrete examples of advanced character animation, automated cinematography, and a real-time computer game. Source code, animations, images, and other resources are available at the book's website, listed below.



Machine Learning Animated


Machine Learning Animated
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Author : Mark Liu
language : en
Publisher: CRC Press
Release Date : 2023-10-31

Machine Learning Animated written by Mark Liu and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-10-31 with Computers categories.


The release of ChatGPT has kicked off an arms race in Machine Learning (ML), however ML has also been described as a black box and very hard to understand. Machine Learning, Animated eases you into basic ML concepts and summarizes the learning process in three words: initialize, adjust and repeat. This is illustrated step by step with animation to show how machines learn: from initial parameter values to adjusting each step, to the final converged parameters and predictions. This book teaches readers to create their own neural networks with dense and convolutional layers, and use them to make binary and multi-category classifications. Readers will learn how to build deep learning game strategies and combine this with reinforcement learning, witnessing AI achieve super-human performance in Atari games such as Breakout, Space Invaders, Seaquest and Beam Rider. Written in a clear and concise style, illustrated with animations and images, this book is particularly appealing to readers with no background in computer science, mathematics or statistics. Access the book's repository at: https://github.com/markhliu/MLA



Ai And The Future How Smart Technology Is Changing Our Lives


Ai And The Future How Smart Technology Is Changing Our Lives
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Author : Margaret Light
language : en
Publisher: Margaret Light
Release Date : 2025-02-20

Ai And The Future How Smart Technology Is Changing Our Lives written by Margaret Light and has been published by Margaret Light this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-02-20 with Business & Economics categories.


AI and the Future: How Smart Technology is Changing Our Lives explores the profound impact of artificial intelligence on society, work, and daily life. From revolutionising industries to reshaping human interactions, AI is transforming the way people live, think, and innovate. This book delves into the benefits and challenges of AI, examining its role in automation, creativity, ethics, and the future job market. It offers insights into how individuals can adapt, thrive, and harness AI’s potential responsibly. As technology continues to evolve, this book provides a roadmap for navigating an AI-driven world with knowledge, adaptability, and ethical awareness.



Encyclopedia Of Computer Graphics And Games


Encyclopedia Of Computer Graphics And Games
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Author : Newton Lee
language : en
Publisher: Springer Nature
Release Date : 2024-01-10

Encyclopedia Of Computer Graphics And Games written by Newton Lee and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-01-10 with Computers categories.


Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA