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2013 Ieee Conference On Computatonal Intelligence In Games Cig
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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 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 2013 IEEE Conference on Computatonal Intelligence in Games (CIG) by : Institute of Electrical and Electronics Engineers
Download or read book 2013 IEEE Conference on Computatonal Intelligence in Games (CIG) written by Institute of Electrical and Electronics Engineers and published by . This book was released on 2013 with total page 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 and Games (CIG), 2012 IEEE Conference on by :
Download or read book Computational Intelligence and Games (CIG), 2012 IEEE Conference on written by and published by . This book was released on 2012 with total page 445 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 Intelligent Distributed Computing VIII by : David Camacho
Download or read book Intelligent Distributed Computing VIII written by David Camacho and published by Springer. This book was released on 2014-09-02 with total page 462 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book represents the combined peer-reviewed proceedings of the Eight International Symposium on Intelligent Distributed Computing - IDC'2014, of the Workshop on Cyber Security and Resilience of Large-Scale Systems - WSRL-2014, and of the Sixth International Workshop on Multi-Agent Systems Technology and Semantics- MASTS-2014. All the events were held in Madrid, Spain, during September 3-5, 2014. The 47 contributions published in this book address several topics related to theory and applications of the intelligent distributed computing and multi-agent systems, including: agent-based data processing, ambient intelligence, collaborative systems, cryptography and security, distributed algorithms, grid and cloud computing, information extraction, knowledge management, big data and ontologies, social networks, swarm intelligence or videogames amongst others.
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 New Trends in Computational Collective Intelligence by : David Camacho
Download or read book New Trends in Computational Collective Intelligence written by David Camacho and published by Springer. This book was released on 2014-09-10 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book consists of 20 chapters in which the authors deal with different theoretical and practical aspects of new trends in Collective Computational Intelligence techniques. Computational Collective Intelligence methods and algorithms are one the current trending research topics from areas related to Artificial Intelligence, Soft Computing or Data Mining among others. Computational Collective Intelligence is a rapidly growing field that is most often understood as an AI sub-field dealing with soft computing methods which enable making group decisions and processing knowledge among autonomous units acting in distributed environments. Web-based Systems, Social Networks, and Multi-Agent Systems very often need these tools for working out consistent knowledge states, resolving conflicts and making decisions. The chapters included in this volume cover a selection of topics and new trends in several domains related to Collective Computational Intelligence: Language and Knowledge Processing, Data Mining Methods and Applications, Computer Vision, and Intelligent Computational Methods. This book will be useful for graduate and PhD students in computer science as well as for mature academics, researchers and practitioners interested in the methods and applications of collective computational intelligence in order to create new intelligent systems.
Book Synopsis 2015 IEEE Conference on Computational Intelligence and Games (CIG 2015) by :
Download or read book 2015 IEEE Conference on Computational Intelligence and Games (CIG 2015) written by and published by . This book was released on 2015 with total page 557 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Advances in Computational Intelligence by : Ignacio Rojas
Download or read book Advances in Computational Intelligence written by Ignacio Rojas and published by Springer. This book was released on 2017-06-04 with total page 772 pages. Available in PDF, EPUB and Kindle. Book excerpt: This two-volume set LNCS 10305 and LNCS 10306 constitutes the refereed proceedings of the 14th International Work-Conference on Artificial Neural Networks, IWANN 2017, held in Cadiz, Spain, in June 2017. The 126 revised full papers presented in this double volume were carefully reviewed and selected from 199 submissions. The papers are organized in topical sections on Bio-inspired Computing; E-Health and Computational Biology; Human Computer Interaction; Image and Signal Processing; Mathematics for Neural Networks; Self-organizing Networks; Spiking Neurons; Artificial Neural Networks in Industry ANNI'17; Computational Intelligence Tools and Techniques for Biomedical Applications; Assistive Rehabilitation Technology; Computational Intelligence Methods for Time Series; Machine Learning Applied to Vision and Robotics; Human Activity Recognition for Health and Well-Being Applications; Software Testing and Intelligent Systems; Real World Applications of BCI Systems; Machine Learning in Imbalanced Domains; Surveillance and Rescue Systems and Algorithms for Unmanned Aerial Vehicles; End-User Development for Social Robotics; Artificial Intelligence and Games; and Supervised, Non-Supervised, Reinforcement and Statistical Algorithms.
Book Synopsis Applications of Evolutionary Computation by : Anna I. Esparcia-Alcázar
Download or read book Applications of Evolutionary Computation written by Anna I. Esparcia-Alcázar and published by Springer. This book was released on 2014-11-28 with total page 976 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed post-conference proceedings of the International Conference on the Applications of Evolutionary Computation, EvoApplications 2014, held in Granada, Spain, in April 2014, colocated with the Evo* 2014 events EuroGP, EvoCOP, and EvoMUSART. The 79 revised full papers presented were carefully reviewed and selected from 128 submissions. EvoApplications 2014 consisted of the following 13 tracks: EvoCOMNET (nature-inspired techniques for telecommunication networks and other parallel and distributed systems), EvoCOMPLEX (evolutionary algorithms and complex systems), EvoENERGY (evolutionary computation in energy applications), EvoFIN (evolutionary and natural computation in finance and economics), EvoGAMES (bio-inspired algorithms in games), EvoIASP (evolutionary computation in image analysis, signal processing, and pattern recognition), EvoINDUSTRY (nature-inspired techniques in industrial settings), EvoNUM (bio-inspired algorithms for continuous parameter optimization), EvoPAR (parallel implementation of evolutionary algorithms), EvoRISK (computational intelligence for risk management, security and defence applications), EvoROBOT (evolutionary computation in robotics), EvoSTOC (evolutionary algorithms in stochastic and dynamic environments), and EvoBio (EC and related techniques in bioinformatics and computational biology).
Download or read book ECAI 2020 written by G. De Giacomo and published by IOS Press. This book was released on 2020-09-11 with total page 3122 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the proceedings of the 24th European Conference on Artificial Intelligence (ECAI 2020), held in Santiago de Compostela, Spain, from 29 August to 8 September 2020. The conference was postponed from June, and much of it conducted online due to the COVID-19 restrictions. The conference is one of the principal occasions for researchers and practitioners of AI to meet and discuss the latest trends and challenges in all fields of AI and to demonstrate innovative applications and uses of advanced AI technology. The book also includes the proceedings of the 10th Conference on Prestigious Applications of Artificial Intelligence (PAIS 2020) held at the same time. A record number of more than 1,700 submissions was received for ECAI 2020, of which 1,443 were reviewed. Of these, 361 full-papers and 36 highlight papers were accepted (an acceptance rate of 25% for full-papers and 45% for highlight papers). The book is divided into three sections: ECAI full papers; ECAI highlight papers; and PAIS papers. The topics of these papers cover all aspects of AI, including Agent-based and Multi-agent Systems; Computational Intelligence; Constraints and Satisfiability; Games and Virtual Environments; Heuristic Search; Human Aspects in AI; Information Retrieval and Filtering; Knowledge Representation and Reasoning; Machine Learning; Multidisciplinary Topics and Applications; Natural Language Processing; Planning and Scheduling; Robotics; Safe, Explainable, and Trustworthy AI; Semantic Technologies; Uncertainty in AI; and Vision. The book will be of interest to all those whose work involves the use of AI technology.
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 Neural Information Processing by : Biao Luo
Download or read book Neural Information Processing written by Biao Luo and published by Springer Nature. This book was released on 2023-11-25 with total page 638 pages. Available in PDF, EPUB and Kindle. Book excerpt: The nine-volume set constitutes the refereed proceedings of the 30th International Conference on Neural Information Processing, ICONIP 2023, held in Changsha, China, in November 2023. The 1274 papers presented in the proceedings set were carefully reviewed and selected from 652 submissions. The ICONIP conference aims to provide a leading international forum for researchers, scientists, and industry professionals who are working in neuroscience, neural networks, deep learning, and related fields to share their new ideas, progress, and achievements.
Book Synopsis General Video Game Artificial Intelligence by : Diego Pérez Liébana
Download or read book General Video Game Artificial Intelligence written by Diego Pérez Liébana and published by Springer Nature. This book was released on 2022-05-31 with total page 177 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Educational Research and Innovation AI and the Future of Skills, Volume 1 Capabilities and Assessments by : OECD
Download or read book Educational Research and Innovation AI and the Future of Skills, Volume 1 Capabilities and Assessments written by OECD and published by OECD Publishing. This book was released on 2021-11-18 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: Artificial intelligence (AI) and robotics are major breakthrough technologies that are transforming the economy and society. The OECD’s Artificial Intelligence and the Future of Skills (AIFS) project is developing a programme to assess the capabilities of AI and robotics, and their impact on education and work.