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Computational Intelligence And Games Cig 2014 Ieee Conference On
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Book Synopsis Computational Intelligence and Games (CIG), 2014 IEEE Conference on by :
Download or read book Computational Intelligence and Games (CIG), 2014 IEEE Conference on written by and published by . This book was released on 2014 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis 2014 IEEE Conference on Computational Intelligence and Games (CIG) by : IEEE Staff
Download or read book 2014 IEEE Conference on Computational Intelligence and Games (CIG) written by IEEE Staff and published by . This book was released on 2014-08-26 with total page 467 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games can be used as a challenging scenery for benchmarking methods from computational intelligence since they provide dynamic and competitive elements that are germane to real world problems This conference brings together leading researchers and practitioners from academia and industry to discuss recent advances and explore future directions in this field
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 Computer Games by : Tristan Cazenave
Download or read book Computer Games written by Tristan Cazenave and published by Springer. This book was released on 2014-12-13 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Computer Games Workshop, CGW 2014, held in conjunction with the 21st European Conference on Artificial Intelligence, ECAI 2014, Prague, Czech Republic, in August 2014. The 11 revised full papers presented were carefully reviewed and selected from 20 submissions. The papers address all aspects of artificial intelligence and computer game playing. They discuss topics such as general game playing, video game playing, and cover 11 abstract games: 7 Wonders, Amazons, AtariGo, Ataxx, Breakthrough, Chinese Dark Chess, Connect6, NoGo, Pentalath, Othello, and Catch the Lion.
Download or read book Computers and Games written by Aske Plaat and published by Springer. This book was released on 2016-12-09 with total page 245 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed post-conference proceedings of the 9th International Conference on Computers and Games, CG 2016, held in Leiden, The Netherlands,in conjunction with the 19th Computer Olympiad and the 22nd World Computer-Chess Championship. The 20 papers presented were carefully reviewed and selected of 30 submitted papers. The 20 papers cover a wide range of computer games and many different research topics in four main classes which determined the order of publication: Monte Carlo Tree Search (MCTS) and its enhancements (seven papers), concrete games (seven papers), theoretical aspects and complexity (five papers) and cognition model (one paper). The paper Using Partial Tablebases in Breakthrough by Andrew Isaac and Richard Lorentz received the Best Paper Award.
Book Synopsis Computing and Combinatorics by : Yong Zhang
Download or read book Computing and Combinatorics written by Yong Zhang and published by Springer Nature. This book was released on 2023-01-01 with total page 600 pages. Available in PDF, EPUB and Kindle. Book excerpt: Chapter(s) “Chapter Name or No.” is/are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Book Synopsis Encyclopedia of Computer Graphics and Games by : Newton Lee
Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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
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 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.
Book Synopsis Applications of Evolutionary Computation by : Paul Kaufmann
Download or read book Applications of Evolutionary Computation written by Paul Kaufmann and published by Springer. This book was released on 2019-04-10 with total page 642 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 22nd International Conference on Applications of Evolutionary Computation, EvoApplications 2019, held in Leipzig, Germany, in April 2019, co-located with the Evo*2019 events EuroGP, EvoCOP and EvoMUSART. The 44 revised full papers presented were carefully reviewed and selected from 66 submissions. They were organized in topical sections named: Engineering and Real World Applications; Games; General; Image and Signal Processing; Life Sciences; Networks and Distributed Systems; Neuroevolution and Data Analytics; Numerical Optimization: Theory, Benchmarks, and Applications; Robotics.
Book Synopsis Evolutionary and Biologically Inspired Music, Sound, Art and Design by : Colin Johnson
Download or read book Evolutionary and Biologically Inspired Music, Sound, Art and Design written by Colin Johnson and published by Springer. This book was released on 2016-03-16 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 5th International Conference on Evolutionary and Biologically Inspired Music, Sound, Art and Design, EvoMUSART 2016, held in Porto, Portugal, in March/April 2016, co-located with the Evo*2016 events EuroGP, EvoCOP and EvoApplications. The 17 revised full papers presented were carefully reviewed and selected from 25 submissions. The papers cover a wide range of topics and application areas, including generative approaches to music, graphics, game content, and narrative; music information retrieval; computational aesthetics; the mechanics of interactive evolutionary computation; and the art theory of evolutionary computation.
Book Synopsis Data-Driven Personas by : Bernard J. Jansen
Download or read book Data-Driven Personas written by Bernard J. Jansen and published by Springer Nature. This book was released on 2022-05-31 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: Data-driven personas are a significant advancement in the fields of human-centered informatics and human-computer interaction. Data-driven personas enhance user understanding by combining the empathy inherent with personas with the rationality inherent in analytics using computational methods. Via the employment of these computational methods, the data-driven persona method permits the use of large-scale user data, which is a novel advancement in persona creation. A common approach for increasing stakeholder engagement about audiences, customers, or users, persona creation remained relatively unchanged for several decades. However, the availability of digital user data, data science algorithms, and easy access to analytics platforms provide avenues and opportunities to enhance personas from often sketchy representations of user segments to precise, actionable, interactive decision-making tools—data-driven personas! Using the data-driven approach, the persona profile can serve as an interface to a fully functional analytics system that can present user representation at various levels of information granularity for more task-aligned user insights. We trace the techniques that have enabled the development of data-driven personas and then conceptually frame how one can leverage data-driven personas as tools for both empathizing with and understanding of users. Presenting a conceptual framework consisting of (a) persona benefits, (b) analytics benefits, and (c) decision-making outcomes, we illustrate applying this framework via practical use cases in areas of system design, digital marketing, and content creation to demonstrate the application of data-driven personas in practical applied situations. We then present an overview of a fully functional data-driven persona system as an example of multi-level information aggregation needed for decision making about users. We demonstrate that data-driven personas systems can provide critical, empathetic, and user understanding functionalities for anyone needing such insights.
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 Entertainment Computing – ICEC 2022 by : Barbara Göbl
Download or read book Entertainment Computing – ICEC 2022 written by Barbara Göbl and published by Springer Nature. This book was released on 2022-10-24 with total page 456 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 21sth IFIP TC 14 International Conference on Entertainment Computing, ICEC 2022, which was supposed to take place in Bremen, Germany, in November 2022. The 13 full papers, 13 short papers and 12 other papers presented were carefully reviewed and selected from 72 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.
Book Synopsis New Knowledge in Information Systems and Technologies by : Álvaro Rocha
Download or read book New Knowledge in Information Systems and Technologies written by Álvaro Rocha and published by Springer. This book was released on 2019-03-29 with total page 942 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book includes a selection of articles from The 2019 World Conference on Information Systems and Technologies (WorldCIST’19), held from April 16 to 19, at La Toja, Spain. WorldCIST is a global forum for researchers and practitioners to present and discuss recent results and innovations, current trends, professional experiences and challenges in modern information systems and technologies research, together with their technological development and applications. The book covers a number of topics, including A) Information and Knowledge Management; B) Organizational Models and Information Systems; C) Software and Systems Modeling; D) Software Systems, Architectures, Applications and Tools; E) Multimedia Systems and Applications; F) Computer Networks, Mobility and Pervasive Systems; G) Intelligent and Decision Support Systems; H) Big Data Analytics and Applications; I) Human–Computer Interaction; J) Ethics, Computers & Security; K) Health Informatics; L) Information Technologies in Education; M) Information Technologies in Radiocommunications; and N) Technologies for Biomedical Applications.