General Video Game Artificial Intelligence


General Video Game Artificial Intelligence
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General Video Game Artificial Intelligence


General Video Game Artificial Intelligence
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Author : Diego Pérez Liébana
language : en
Publisher: Springer Nature
Release Date : 2022-05-31

General Video Game Artificial Intelligence written by Diego Pérez Liébana and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-05-31 with Mathematics 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 : 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.



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.



General Game Playing


General Game Playing
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Author : Michael Liu
language : en
Publisher: Springer Nature
Release Date : 2022-06-01

General Game Playing written by Michael Liu 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 Computers categories.


General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at "runtime" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player. GGP is an interesting application in its own right. It is intellectually engaging and more than a little fun. But it is much more than that. It provides a theoretical framework for modeling discrete dynamic systems and defining rationality in a way that takes into account problem representation and complexities like incompleteness of information and resource bounds. It has practical applications in areas where these features are important, e.g., in business and law. More fundamentally, it raises questions about the nature of intelligence and serves as a laboratory in which to evaluate competing approaches to artificial intelligence. This book is an elementary introduction to General Game Playing (GGP). (1) It presents the theory of General Game Playing and leading GGP technologies. (2) It shows how to create GGP programs capable of competing against other programs and humans. (3) It offers a glimpse of some of the real-world applications of General Game Playing.



Ai For Games Third Edition


Ai For Games Third Edition
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Author : Ian Millington
language : en
Publisher: CRC Press
Release Date : 2019-03-18

Ai For Games Third Edition written by Ian Millington and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-03-18 with Art categories.


AI is an integral part of every video game. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. Key Features A comprehensive professional tutorial and reference to implement true AI in games Includes new exercises so readers can test their comprehension and understanding of the concepts and practices presented Revised and updated to cover new techniques and advances in AI Walks the reader through the entire game AI development process



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



Playing Smart


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.


A new vision of the future of games and game design, enabled by AI. Can games measure intelligence? 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.



General Game Playing


General Game Playing
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Author : Fouad Sabry
language : en
Publisher: One Billion Knowledgeable
Release Date : 2023-07-04

General Game Playing 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 General Game Playing The concept of general game playing, sometimes known as GGP, refers to the development of artificial intelligence programs that are capable of competing well in more than one game. Computers are programmed to play many different games, such as chess, using an algorithm that is built specifically for that game and cannot be used in any other setting. For instance, a computer software that is designed to play chess cannot also play checkers. On the road to creating artificial general intelligence, generic game playing is seen as a necessary milestone. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: General game playing Chapter 2: Artificial intelligence Chapter 3: Machine learning Chapter 4: Game Description Language Chapter 5: List of programming languages for artificial intelligence Chapter 6: Monte Carlo tree search Chapter 7: Deep reinforcement learning Chapter 8: Artificial intelligence in video games Chapter 9: Machine learning in video games Chapter 10: Google DeepMind (II) Answering the public top questions about general game playing. (III) Real world examples for the usage of general game playing in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of general game playing' 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 general game playing.



Learning To Play


Learning To Play
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Author : Aske Plaat
language : en
Publisher: Springer Nature
Release Date : 2020-12-23

Learning To Play written by Aske Plaat and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-12-23 with Computers categories.


In this textbook the author takes as inspiration recent breakthroughs in game playing to explain how and why deep reinforcement learning works. In particular he shows why two-person games of tactics and strategy fascinate scientists, programmers, and game enthusiasts and unite them in a common goal: to create artificial intelligence (AI). After an introduction to the core concepts, environment, and communities of intelligence and games, the book is organized into chapters on reinforcement learning, heuristic planning, adaptive sampling, function approximation, and self-play. The author takes a hands-on approach throughout, with Python code examples and exercises that help the reader understand how AI learns to play. He also supports the main text with detailed pointers to online machine learning frameworks, technical details for AlphaGo, notes on how to play and program Go and chess, and a comprehensive bibliography. The content is class-tested and suitable for advanced undergraduate and graduate courses on artificial intelligence and games. It's also appropriate for self-study by professionals engaged with applications of machine learning and with games development. Finally it's valuable for any reader engaged with the philosophical implications of artificial and general intelligence, games represent a modern Turing test of the power and limitations of AI.