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2016 Ieee Conference On Computational Intelligence And Games Cig
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Book Synopsis 2016 IEEE Conference on Computational Intelligence and Games (CIG) by :
Download or read book 2016 IEEE Conference on Computational Intelligence and Games (CIG) written by and published by . This book was released on 2016 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 by : Christophe Sabourin
Download or read book Computational Intelligence written by Christophe Sabourin and published by Springer. This book was released on 2019-05-29 with total page 355 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents revised and extended versions of the best papers presented at the 9th International Joint Conference on Computational Intelligence (IJCCI 2017), held in Funchal, Madeira, from 1 to 3 November 2017. It focuses on four of the main fields of computational intelligence: evolutionary computation, fuzzy computation, neural computation, and cognitive and hybrid systems. As well as presenting the recent advances of these areas, it provides new and innovative solutions for established researchers and a source of information and/or inspiration those new to the field. Discussing innovative techniques in various application areas, it is a useful resource for individual researchers and a valuable addition to academic libraries (of universities and engineering schools).
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 Recent Trends in Analysis of Images, Social Networks and Texts by : Evgeny Burnaev
Download or read book Recent Trends in Analysis of Images, Social Networks and Texts written by Evgeny Burnaev and published by Springer Nature. This book was released on 2022-08-29 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes revised selected papers of the 10th International Conference on Analysis of Images, Social Networks and Texts, AIST 2021, held in Tbilisi, Georgia, in December 2021. Due to the COVID-19 pandemic the conference was held in hybrid mode. The 17 full papers were carefully reviewed and selected from 118 submissions, out of which 92 were sent to peer review. The papers are organized in topical sections on natural language processing; computer vision; data analysis and machine learning; social network analysis; theoretical machine learning and optimisation.
Book Synopsis Big Data Analytics by : Kiran Chaudhary
Download or read book Big Data Analytics written by Kiran Chaudhary and published by CRC Press. This book was released on 2021-12-27 with total page 276 pages. Available in PDF, EPUB and Kindle. Book excerpt: Big Data Analytics: Applications in Business and Marketing explores the concepts and applications related to marketing and business as well as future research directions. It also examines how this emerging field could be extended to performance management and decision-making. Investment in business and marketing analytics can create value through proper allocation of resources and resource orchestration process. The use of data analytics tools can be used to diagnose and improve performance. The book is divided into five parts. The first part introduces data science, big data, and data analytics. The second part focuses on applications of business analytics including: Big data analytics and algorithm Market basket analysis Anticipating consumer purchase behavior Variation in shopping patterns Big data analytics for market intelligence The third part looks at business intelligence and features an evaluation study of churn prediction models for business Intelligence. The fourth part of the book examines analytics for marketing decision-making and the roles of big data analytics for market intelligence and of consumer behavior. The book concludes with digital marketing, marketing by consumer analytics, web analytics for digital marketing, and smart retailing. This book covers the concepts, applications and research trends of marketing and business analytics with the aim of helping organizations increase profitability by improving decision-making through data analytics.
Book Synopsis Advances in Intelligent Systems, Computer Science and Digital Economics III by : Zhengbing Hu
Download or read book Advances in Intelligent Systems, Computer Science and Digital Economics III written by Zhengbing Hu and published by Springer Nature. This book was released on 2022-03-10 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book comprises high-quality refereed research papers presented at the Third International Symposium on Computer Science, Digital Economy, and Intelligent Systems (CSDEIS2021), held in Moscow, Russia, on December 25-26, 2021, organized jointly by the Mechanical Engineering Research Institute of the Russian Academy of Sciences,Moscow State Technical University, and the International Research Association of Modern Education and Computer Science. The topics discussed in the book includes state-of-the-art papers in computer science and their technological applications; intelligent systems and intellectual approaches; digital economics and methodological approaches. It is an excellent source of references for researchers, graduate students, engineers, management practitioners, and undergraduate students interested in computer science and its applications in engineering and management.
Book Synopsis Advances in Computational Collective Intelligence by : Marcin Hernes
Download or read book Advances in Computational Collective Intelligence written by Marcin Hernes and published by Springer Nature. This book was released on 2020-11-20 with total page 829 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes refereed proceedings of the 12th International Conference on International Conference on Computational Collective Intelligence, ICCCI 2020, held in Da Nang, Vietnam, in November – December 2020. Due to the the COVID-19 pandemic the conference was held online. The 68 papers were thoroughly reviewed and selected from 314 submissions. The papers are organized according to the following topical sections: data mining and machine learning; deep learning and applications for industry 4.0; recommender systems; computer vision techniques; decision support and control systems; intelligent management information systems; innovations in intelligent systems; intelligent modeling and simulation approaches for games and real world systems; experience enhanced intelligence to IoT; data driven IoT for smart society; applications of collective intelligence; natural language processing; low resource languages processing; computational collective intelligence and natural language processing.
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 Computational Intelligence in Music, Sound, Art and Design by : João Correia
Download or read book Computational Intelligence in Music, Sound, Art and Design written by João Correia and published by Springer. This book was released on 2017-04-03 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 6th International Conference on Evolutionary Computation in Combinatorial Optimization, EvoMUSART 2017, held in Amsterdam, The Netherlands, in April 2017, co-located with the Evo*2017 events EuroGP, EvoCOP and EvoApplications. The 24 revised full papers presented were carefully reviewed and selected from 29 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; computer-aided design; and the art theory of evolutionary computation.
Book Synopsis Interactive Storytelling by : Alex Mitchell
Download or read book Interactive Storytelling written by Alex Mitchell and published by Springer Nature. This book was released on 2021-12-03 with total page 545 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, held in Tallinn, Estonia, in December 2021. The 18 full papers and 17 short papers, presented together with 17 posters and demos, were carefully reviewed and selected from 99 submissions. The papers are categorized into the following topical sub-headings: Narrative Systems; Interactive Narrative Theory; Interactive Narrative Impact and Application; and the Interactive Narrative Research Discipline and Contemporary Practice.
Book Synopsis Game Data Science by : Magy Seif El-Nasr
Download or read book Game Data Science written by Magy Seif El-Nasr and published by Oxford University Press. This book was released on 2021-09-30 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game data science, defined as the practice of deriving insights from game data, has created a revolution in the multibillion-dollar games industry - informing and enhancing production, design, and development processes. Almost all game companies and academics have now adopted some type of game data science, every tool utilized by game developers allows collecting data from games, yet there has been no definitive resource for academics and professionals in this rapidly developing sector until now. Games Data Science delivers an excellent introduction to this new domain and provides the definitive guide to methods and practices of computer science, analytics, and data science as applied to video games. It is the ideal resource for academic students and professional learners seeking to understand how data science is used within the game development and production cycle, as well as within the interdisciplinary field of games research. Organized into chapters that integrate laboratory and game data examples, this book provides a unique resource to train and educate both industry professionals and academics about the use of game data science, with practical exercises and examples on how such processes are implemented and used in academia and industry, interweaving theoretical learning with practical application throughout.
Book Synopsis Evolution in Computational Intelligence by : Vikrant Bhateja
Download or read book Evolution in Computational Intelligence written by Vikrant Bhateja and published by Springer Nature. This book was released on 2020-09-08 with total page 780 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the proceedings of 8th International Conference on Frontiers of Intelligent Computing: Theory and Applications (FICTA 2020), which aims to bring together researchers, scientists, engineers and practitioners to share new ideas and experiences in the domain of intelligent computing theories with prospective applications to various engineering disciplines. The book is divided into two volumes: Evolution in Computational Intelligence (Volume 1) and Intelligent Data Engineering and Analytics (Volume 2). Covering a broad range of topics in computational intelligence, the book features papers on theoretical as well as practical aspects of areas such as ANN and genetic algorithms, computer interaction, intelligent control optimization, evolutionary computing, intelligent e-learning systems, machine learning, mobile computing, and multi-agent systems. As such, it is a valuable reference resource for postgraduate students in various engineering disciplines.
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 2018-02-14 with total page 202 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes revised selected papers from the 6th Workshop on Computer Games, CGW 2017, held in conjunction with the 26th International Conference on Artificial Intelligence, IJCAI 2017, in Melbourne, Australia, in August 2017. The 12 full papers presented in this volume were carefully reviewed and selected from 18 submissions. They cover a wide range of topics related to computer games; discussing six abstract games: Chinese Checkers, Chinese Dark Chess, Hex, Othello, Poker, and SameGame.
Book Synopsis Neural Information Processing by : Long Cheng
Download or read book Neural Information Processing written by Long Cheng and published by Springer. This book was released on 2018-12-03 with total page 752 pages. Available in PDF, EPUB and Kindle. Book excerpt: The seven-volume set of LNCS 11301-11307, constitutes the proceedings of the 25th International Conference on Neural Information Processing, ICONIP 2018, held in Siem Reap, Cambodia, in December 2018. The 401 full papers presented were carefully reviewed and selected from 575 submissions. The papers address the emerging topics of theoretical research, empirical studies, and applications of neural information processing techniques across different domains. The second volume, LNCS 11302, is organized in topical sections on other neural network models, stability analysis, optimization, and supervised learning.
Book Synopsis Entertainment Computing and Serious Games by : Erik van der Spek
Download or read book Entertainment Computing and Serious Games written by Erik van der Spek and published by Springer Nature. This book was released on 2019-11-07 with total page 491 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the First IFIP TC 14 Joint International Conference on Entertainment Computing and Serious Games, ICEC-JCSG 2019, held in Arequipa, Peru, in November 2019. The 26 full papers, 5 short papers, and 16 poster, demonstration, and workshop papers presented were carefully reviewed and selected from 88 submissions. They cover a large range of topics at the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology, and numerous serious application domains. The papers are organized in the following topical sections: mixed reality; virtual reality; entertainment algorithms; game design and development; interaction technologies; measurement and effects; and serious game applications.
Book Synopsis Procedural Content Generation via Machine Learning by : Matthew Guzdial
Download or read book Procedural Content Generation via Machine Learning written by Matthew Guzdial and published by Springer Nature. This book was released on 2022-12-06 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book surveys current and future approaches to generating video game content with machine learning or Procedural Content Generation via Machine Learning (PCGML). Machine learning is having a major impact on many industries, including the video game industry. PCGML addresses the use of computers to generate new types of content for video games (game levels, quests, characters, etc.) by learning from existing content. The authors illustrate how PCGML is poised to transform the video games industry and provide the first ever beginner-focused guide to PCGML. This book features an accessible introduction to machine learning topics, and readers will gain a broad understanding of currently employed PCGML approaches in academia and industry. The authors provide guidance on how best to set up a PCGML project and identify open problems appropriate for a research project or thesis. This book is written with machine learning and games novices in mind and includes discussions of practical and ethical considerations along with resources and guidance for starting a new PCGML project.