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2008 Ieee Symposium On Computational Intelligence And Games
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Book Synopsis 2008 IEEE Symposium on Computational Intelligence and Games by : IEEE Staff
Download or read book 2008 IEEE Symposium on Computational Intelligence and Games written by IEEE Staff and published by . This book was released on 2008 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis 2008 IEEE Symposium on Computational Intelligence and Games (Cig) by :
Download or read book 2008 IEEE Symposium on Computational Intelligence and Games (Cig) written by and published by IEEE. This book was released on 2008 with total page 395 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Artificial Intelligence and Games by : Georgios N. Yannakakis
Download or read book Artificial Intelligence and Games written by Georgios N. Yannakakis and published by Springer. This book was released on 2018-02-17 with total page 350 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Artificial Intelligence & Games by : Georgi Togeli
Download or read book Artificial Intelligence & Games written by Georgi Togeli and published by A G Printing & Publishing. This book was released on 2024-09-03 with total page 390 pages. Available in PDF, EPUB and Kindle. Book excerpt: As has been pointed out by several industrial game AI developers the lack of behavioral modularity across games and in-game tasks is detrimental for the development of high quality AI [605, 171]. An increasingly popular method for ad-hoc behavior authoring that eliminates the modularity limitations of FSMs and BTs is the utility-based AI approach which can be used for the design of control and decision making systems in games [425, 557]. Following this approach, instances in the game get assigned a particular utility function that gives a value for the importance of the particular instance [10, 169]. For instance, the importance of an enemy being present at a particular distance or the importance of an agent’s health being low in this particular context. Given the set of all utilities available to an agent and all the options it has, utility-based AI decides which is the most important option it should consider at this moment [426]. The utility-based approach is grounded in the utility theory of economics and is based on utility function design. The approach is similar to the design of membership functions in a fuzzy set. A utility can measure anything from observable objective data (e.g., enemy health) to subjective notions such as emotions, mood and threat. The various utilities about possible actions or decisions can be aggregated into linear or non-linear formulas and guide the agent to take decisions based on the aggregated utility. The utility values can be checked every n frames of the game. So while FSMs and BTs would examine one decision at a time, utility-based AI architectures
Book Synopsis Computer, Informatics, Cybernetics and Applications by : Xingui He
Download or read book Computer, Informatics, Cybernetics and Applications written by Xingui He and published by Springer Science & Business Media. This book was released on 2011-12-01 with total page 1613 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Conference on Computer, Informatics, Cybernetics and Applications 2011 aims to facilitate an exchange of information on best practices for the latest research advances in the area of computer, informatics, cybernetics and applications, which mainly includes computer science and engineering, informatics, cybernetics, control systems, communication and network systems, technologies and applications, others and emerging new topics.
Book Synopsis Advances in Computational Intelligence by : Joan Cabestany
Download or read book Advances in Computational Intelligence written by Joan Cabestany and published by Springer. This book was released on 2011-05-30 with total page 725 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set LNCS 6691 and 6692 constitutes the refereed proceedings of the 11th International Work-Conference on Artificial Neural Networks, IWANN 2011, held in Torremolinos-Málaga, Spain, in June 2011. The 154 revised papers were carefully reviewed and selected from 202 submissions for presentation in two volumes. The second volume includes 76 papers organized in topical sections on video and image processing; hybrid artificial neural networks: models, algorithms and data; advances in machine learning for bioinformatics and computational biomedicine; biometric systems for human-machine interaction; data mining in biomedicine; bio-inspired combinatorial optimization; applying evolutionary computation and nature-inspired algorithms to formal methods; recent advances on fuzzy logic and soft computing applications; new advances in theory and applications of ICA-based algorithms; biological and bio-inspired dynamical systems; and interactive and cognitive environments. The last section contains 9 papers from the International Workshop on Intelligent Systems for Context-Based Information Fusion, ISCIF 2011, held at IWANN 2011.
Book Synopsis Serious Games and Edutainment Applications by : Minhua Ma
Download or read book Serious Games and Edutainment Applications written by Minhua Ma and published by Springer. This book was released on 2017-03-03 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
Book Synopsis Multiagent System Technologies by : Lars Braubach
Download or read book Multiagent System Technologies written by Lars Braubach and published by Springer. This book was released on 2009-09-19 with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 7th German Conference on Multiagent Systems Technologies, MATES 2009, held in Hamburg, Germany in September 2009 - colocated with the 10th International Workshop on Computational Logic in Multi-Agent Systems (CLIMA X) and the 5th International Workshop on Modelling of Objects, Components, and Agents (MOCA 2009). The 14 revised full papers, 10 short papers, and 5 exhibition papers presented together with one invited talk were carefully reviewed and selected from 44 submissions. The papers present and discuss the latest advances of research and development in the area of autonomous agents and multiagent systems ranging from theoretical and methodological issues to applications in various fields.
Book Synopsis Advances in Artificial Intelligence by : Ildar Batyrshin
Download or read book Advances in Artificial Intelligence written by Ildar Batyrshin and published by Springer. This book was released on 2011-11-22 with total page 618 pages. Available in PDF, EPUB and Kindle. Book excerpt: The two-volume set LNAI 7094 and LNAI 7095 constitutes the refereed proceedings of the 10th Mexican International Conference on Artificial Intelligence, MICAI 2011, held in Puebla, Mexico, in November/December 2011. The 96 revised papers presented were carefully reviewed and selected from numerous submissions. The first volume includes 50 papers representing the current main topics of interest for the AI community and their applications. The papers are organized in the following topical sections: automated reasoning and multi-agent systems; problem solving and machine learning; natural language processing; robotics, planning and scheduling; and medical applications of artificial intelligence.
Book Synopsis Next Generation Data Technologies for Collective Computational Intelligence by : Nik Bessis
Download or read book Next Generation Data Technologies for Collective Computational Intelligence written by Nik Bessis and published by Springer Science & Business Media. This book was released on 2011-04-28 with total page 637 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on next generation data technologies in support of collective and computational intelligence. The book brings various next generation data technologies together to capture, integrate, analyze, mine, annotate and visualize distributed data – made available from various community users – in a meaningful and collaborative for the organization manner. A unique perspective on collective computational intelligence is offered by embracing both theory and strategies fundamentals such as data clustering, graph partitioning, collaborative decision making, self-adaptive ant colony, swarm and evolutionary agents. It also covers emerging and next generation technologies in support of collective computational intelligence such as Web 2.0 social networks, semantic web for data annotation, knowledge representation and inference, data privacy and security, and enabling distributed and collaborative paradigms such as P2P, Grid and Cloud Computing due to the geographically dispersed and distributed nature of the data. The book aims to cover in a comprehensive manner the combinatorial effort of utilizing and integrating various next generations collaborative and distributed data technologies for computational intelligence in various scenarios. The book also distinguishes itself by assessing whether utilization and integration of next generation data technologies can assist in the identification of new opportunities, which may also be strategically fit for purpose.
Book Synopsis Transactions on Computational Collective Intelligence VI by : Ngoc-Thanh Nguyen
Download or read book Transactions on Computational Collective Intelligence VI written by Ngoc-Thanh Nguyen and published by Springer. This book was released on 2012-06-01 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: The LNCS journal Transactions on Computational Collective Intelligence (TCCI) focuses on all facets of computational collective intelligence (CCI) and their applications in a wide range of fields such as the Semantic Web, social networks and multi-agent systems. TCCI strives to cover new methodological, theoretical and practical aspects of CCI understood as the form of intelligence that emerges from the collaboration and competition of many individuals (artificial and/or natural). The application of multiple computational intelligence technologies such as fuzzy systems, evolutionary computation, neural systems, consensus theory, etc., aims to support human and other collective intelligence and to create new forms of CCI in natural and/or artificial systems. This, the sixth issue of Transactions on Computational Collective Intelligence contains 10 selected papers, focusing on the topics of classification, agent cooperation, paraconsistent reasoning and agent distributed mobile interaction.
Book Synopsis Brain-Computer Interface by : M.G. Sumithra
Download or read book Brain-Computer Interface written by M.G. Sumithra and published by John Wiley & Sons. This book was released on 2023-03-14 with total page 325 pages. Available in PDF, EPUB and Kindle. Book excerpt: BRAIN-COMPUTER INTERFACE It covers all the research prospects and recent advancements in the brain-computer interface using deep learning. The brain-computer interface (BCI) is an emerging technology that is developing to be more functional in practice. The aim is to establish, through experiences with electronic devices, a communication channel bridging the human neural networks within the brain to the external world. For example, creating communication or control applications for locked-in patients who have no control over their bodies will be one such use. Recently, from communication to marketing, recovery, care, mental state monitoring, and entertainment, the possible application areas have been expanding. Machine learning algorithms have advanced BCI technology in the last few decades, and in the sense of classification accuracy, performance standards have been greatly improved. For BCI to be effective in the real world, however, some problems remain to be solved. Research focusing on deep learning is anticipated to bring solutions in this regard. Deep learning has been applied in various fields such as computer vision and natural language processing, along with BCI growth, outperforming conventional approaches to machine learning. As a result, a significant number of researchers have shown interest in deep learning in engineering, technology, and other industries; convolutional neural network (CNN), recurrent neural network (RNN), and generative adversarial network (GAN). Audience Researchers and industrialists working in brain-computer interface, deep learning, machine learning, medical image processing, data scientists and analysts, machine learning engineers, electrical engineering, and information technologists.
Book Synopsis Contemporary Advancements in Information Technology Development in Dynamic Environments by : Khosrow-Pour, Mehdi
Download or read book Contemporary Advancements in Information Technology Development in Dynamic Environments written by Khosrow-Pour, Mehdi and published by IGI Global. This book was released on 2014-06-30 with total page 432 pages. Available in PDF, EPUB and Kindle. Book excerpt: The advancement of information technology is becoming more prevalent in all aspects of the world today, including online environments. Understanding technologys effect on niche markets and all fields of research is crucial for practitioners in this area. Contemporary Advancements in Information Technology Development in Dynamic Environments presents an in-depth discussion into the information technology revolution present in fields such as government, gaming, social networking, and cloud computing. This books investigation into the research and application of information technology in several specific areas make this a useful resource for practitioners, professionals, undergraduate/graduate students, and academics.
Book Synopsis ECGBL2013-Proceedings of the 6th European Conference on Games Based Learning by : Patrick Felicia
Download or read book ECGBL2013-Proceedings of the 6th European Conference on Games Based Learning written by Patrick Felicia and published by Academic Conferences Limited. This book was released on 2012 with total page 678 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Believable Bots by : Philip Hingston
Download or read book Believable Bots written by Philip Hingston and published by Springer Science & Business Media. This book was released on 2012-10-20 with total page 324 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Procedural Content Generation in Games by : Noor Shaker
Download or read book Procedural Content Generation in Games written by Noor Shaker and published by Springer. This book was released on 2016-10-18 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.
Author :Management Association, Information Resources Publisher :IGI Global ISBN 13 :1613504578 Total Pages :2079 pages Book Rating :4.6/5 (135 download)
Book Synopsis Computer Engineering: Concepts, Methodologies, Tools and Applications by : Management Association, Information Resources
Download or read book Computer Engineering: Concepts, Methodologies, Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2011-12-31 with total page 2079 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This reference is a broad, multi-volume collection of the best recent works published under the umbrella of computer engineering, including perspectives on the fundamental aspects, tools and technologies, methods and design, applications, managerial impact, social/behavioral perspectives, critical issues, and emerging trends in the field"--Provided by publisher.