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2013 Ieee Conference On Computational Intelligence And Games
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Book Synopsis 2013 IEEE Conference on Computational Intelligence and Games (CIG) by : IEEE Electrical Insulation Society Staff
Download or read book 2013 IEEE Conference on Computational Intelligence and Games (CIG) written by IEEE Electrical Insulation Society Staff and published by . This book was released on 2013-08-11 with total page 444 pages. Available in PDF, EPUB and Kindle. Book excerpt:
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 Computational Intelligence by : Juan Julián Merelo
Download or read book Computational Intelligence written by Juan Julián Merelo and published by Springer. This book was released on 2016-11-21 with total page 494 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book includes a selection of revised and extended versions of the best papers from the seventh International Joint Conference on Computational Intelligence (IJCCI 2015), held in Lisbon, Portugal, from 12 to 14 November 2015, which was composed of three co-located conferences: The International Conference on Evolutionary Computation Theory and Applications (ECTA), the International Conference on Fuzzy Computation Theory and Applications (FCTA), and the International Conference on Neural Computation Theory and Applications (NCTA). The book presents recent advances in scientific developments and applications in these three areas, reflecting the IJCCI’s commitment to high quality standards.
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 Proceedings of Ninth International Congress on Information and Communication Technology by : Xin-She Yang
Download or read book Proceedings of Ninth International Congress on Information and Communication Technology written by Xin-She Yang and published by Springer Nature. This book was released on with total page 647 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis 2013 IEEE Conference on Computational Intelligence and Games by :
Download or read book 2013 IEEE Conference on Computational Intelligence and Games written by and published by . This book was released on 2013 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Computer Games by : Tristan Cazenave
Download or read book Computer Games written by Tristan Cazenave and published by Springer. This book was released on 2017-04-27 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 5th Computer Games Workshop, CGW 2016, and the 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, in New York, USA, in July 2016.The 12 revised full papers presented were carefully reviewed and selected from 25 submissions. The papers address all aspects of artificial intelligence and computer game playing. They discuss topics such as Monte-Carlo methods; heuristic search; board games; card games; video games; perfect and imperfect information games; puzzles and single player games; multi-player games; combinatorial game theory; applications; computational creativity; computational game theory; evaluation and analysis; game design; knowledge representation; machine learning; multi-agent systems; opponent modeling; planning.
Book Synopsis Integrating Cognitive Architectures into Virtual Character Design by : Turner, Jeremy Owen
Download or read book Integrating Cognitive Architectures into Virtual Character Design written by Turner, Jeremy Owen and published by IGI Global. This book was released on 2016-06-06 with total page 371 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive architectures represent an umbrella term to describe ways in which the flow of thought can be engineered towards cerebral and behavioral outcomes. Cognitive Architectures are meant to provide top-down guidance, a knowledge base, interactive heuristics and concrete or fuzzy policies for which the virtual character can utilize for intelligent interaction with his/her/its situated virtual environment. Integrating Cognitive Architectures into Virtual Character Design presents emerging research on virtual character artificial intelligence systems and procedures and the integration of cognitive architectures. Emphasizing innovative methodologies for intelligent virtual character integration and design, this publication is an ideal reference source for graduate-level students, researchers, and professionals in the fields of artificial intelligence, gaming, and computer science.
Book Synopsis Proceedings of Fourth International Conference on Communication, Computing and Electronics Systems by : V. Bindhu
Download or read book Proceedings of Fourth International Conference on Communication, Computing and Electronics Systems written by V. Bindhu and published by Springer Nature. This book was released on 2023-03-14 with total page 1048 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book includes high-quality research papers presented at the Fourth International Conference on Communication, Computing and Electronics Systems (ICCCES 2022), held at the PPG Institute of Technology, Coimbatore, India, on September 15–16, 2022. The book focuses mainly on the research trends in cloud computing, mobile computing, artificial intelligence and advanced electronics systems. The topics covered are automation, VLSI, embedded systems, optical communication, RF communication, microwave engineering, artificial intelligence, deep learning, pattern recognition, communication networks, Internet of things, cyber-physical systems and healthcare informatics.
Book Synopsis Dependable Software Engineering. Theories, Tools, and Applications by : Holger Hermanns
Download or read book Dependable Software Engineering. Theories, Tools, and Applications written by Holger Hermanns and published by Springer Nature. This book was released on 2023-12-14 with total page 448 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the 9th International Symposium on Dependable Software Engineering, SETTA 2023, held in Nanjing, China, during November 27-29, 2023. The 24 full papers presented in this volume were carefully reviewed and selected from 78 submissions. They deal with latest research results and ideas on bridging the gap between formal methods and software engineering.
Author :Management Association, Information Resources Publisher :IGI Global ISBN 13 :152251760X Total Pages :3095 pages Book Rating :4.5/5 (225 download)
Book Synopsis Artificial Intelligence: Concepts, Methodologies, Tools, and Applications by : Management Association, Information Resources
Download or read book Artificial Intelligence: Concepts, Methodologies, Tools, and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2016-12-12 with total page 3095 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ongoing advancements in modern technology have led to significant developments in artificial intelligence. With the numerous applications available, it becomes imperative to conduct research and make further progress in this field. Artificial Intelligence: Concepts, Methodologies, Tools, and Applications provides a comprehensive overview of the latest breakthroughs and recent progress in artificial intelligence. Highlighting relevant technologies, uses, and techniques across various industries and settings, this publication is a pivotal reference source for researchers, professionals, academics, upper-level students, and practitioners interested in emerging perspectives in the field of artificial intelligence.
Download or read book HCI in Games written by Xiaowen Fang and published by Springer Nature. This book was released on 2020-07-10 with total page 547 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Second International Conference on HCI in Games, HCI-Games 2020, held in July 2020 as part of HCI International 2020 in Copenhagen, Denmark.* HCII 2020 received a total of 6326 submissions, of which 1439 papers and 238 posters were accepted for publication after a careful reviewing process. The 38 papers presented in this volume are organized in topical sections named: designing games and gamified interactions; user engagement and game impact; and serious games. *The conference was held virtually due to the COVID-19 pandemic.
Book Synopsis KI 2024: Advances in Artificial Intelligence by : Andreas Hotho
Download or read book KI 2024: Advances in Artificial Intelligence written by Andreas Hotho and published by Springer Nature. This book was released on with total page 374 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Advances in Nature and Biologically Inspired Computing by : Nelishia Pillay
Download or read book Advances in Nature and Biologically Inspired Computing written by Nelishia Pillay and published by Springer. This book was released on 2015-12-01 with total page 447 pages. Available in PDF, EPUB and Kindle. Book excerpt: World Congress on Nature and Biologically Inspired Computing (NaBIC) is organized to discuss the state-of-the-art as well as to address various issues with respect to Nurturing Intelligent Computing Towards Advancement of Machine Intelligence. This Volume contains the papers presented in the Seventh World Congress (NaBIC’15) held in Pietermaritzburg, South Africa during December 01-03, 2015. The 39 papers presented in this Volume were carefully reviewed and selected. The Volume would be a valuable reference to researchers, students and practitioners in the computational intelligence field.
Book Synopsis Research-Based Learning: Case Studies from Maastricht University by : Ellen Bastiaens
Download or read book Research-Based Learning: Case Studies from Maastricht University written by Ellen Bastiaens and published by Springer. This book was released on 2017-03-20 with total page 215 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book describes lessons learned from the implementation of research based learning at Maastricht University. Well-known for its problem based learning (PBL) educational model, Maastricht University implemented research-based learning (RBL) as a new educational concept in addition to PBL, around 2009. The model has taken the shape of an excellence programme offering third-year bachelor students an opportunity to conduct academic research together with academic staff. The introduction of the research-based learning concept into the programmes of all Maastricht University’s faculties has resulted in a range of RBL models that vary to fit the various disciplines and programmes offered by the faculties. The book first presents theoretical models and a description of the concepts of research-based learning and undergraduate research (UGR). Next, by means of case studies, it describes the formulas developed to suit the various programmes, the challenges encountered, the initial reservations on the part of the staff, the limitations caused by regulations and demands of the curricula, as well as the successes and results of the excellence programme. The disciplines described in the case studies include psychology and neuroscience, knowledge engineering, social and cultural sciences, law, and business and economics.
Book Synopsis Understanding Minecraft by : Nate Garrelts
Download or read book Understanding Minecraft written by Nate Garrelts and published by McFarland. This book was released on 2014-10-01 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since its official release in 2011, Minecraft has sold over 48 million copies across all gaming platforms. The premise of Minecraft is simple: destroy, collect, build and interact in a world made entirely of colored cubes. Unlike Lego blocks or other construction toys, Minecraft's digital play space allows for virtually limitless creation without the cost and limitations of physical building materials. Developer Mojang's generous policies toward modification and other uses of their intellectual property also engender enthusiasm and creativity from fans who make music, art and animation inspired by the software. The first essays in this collection cover Minecraft's origins, describing its relationship to other video games and toys and examining the learning models implicit in its design. Later essays describe and theorize the various ways players interact with the software, which simultaneously presents them with structural constraints and limitless possibilities. NOT OFFICIAL MINECRAFT PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOJANG.
Book Synopsis Entertainment Computing – ICEC 2021 by : Jannicke Baalsrud Hauge
Download or read book Entertainment Computing – ICEC 2021 written by Jannicke Baalsrud Hauge and published by Springer Nature. This book was released on 2021-10-31 with total page 549 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 20th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2021, which was supposed to take place in Coimbra, Portugal, in November 2021. The 26 full papers, 13 short papers and 11 other papers presented were carefully reviewed and selected from 84 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.