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2017 Ieee Conference On Computational Intelligence And Games Cig
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Book Synopsis 2017 IEEE Conference on Computational Intelligence and Games (CIG) by :
Download or read book 2017 IEEE Conference on Computational Intelligence and Games (CIG) written by and published by . This book was released on with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis 2017 IEEE Conference on Computational Intelligence and Games (CIG) by : IEEE Staff
Download or read book 2017 IEEE Conference on Computational Intelligence and Games (CIG) written by IEEE Staff and published by . This book was released on 2017-08-22 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer games not only offer a killer application for computational intelligence (CI), machine learning and search but also provide a compelling domain where problem solving and decision making meet artifact creation both of which can be experienced via a highly immersive, complex and rich interaction Additionally, methods from computational intelligence promise to have a big impact on game technology and development, assisting designers and developers and enabling new types of computer games The Computational Intelligence and Games (CIG) conference series brings together leading researchers and practitioners from academia and industry to discuss recent advances and explore future directions in this field The annual IEEE Conference on Computational Intelligence and Games (CIG) is one of the premier international conferences in the field of computational and artificial intelligence and games
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 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 Computer Games by : Tristan Cazenave
Download or read book Computer Games written by Tristan Cazenave and published by Springer. This book was released on 2019-06-28 with total page 165 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes revised selected papers from the 7th Workshop on Computer Games, CGW 2018, held in conjunction with the 27th International Conference on Artificial Intelligence, IJCAI 2018 in Stockholm, Sweden, in July 2018. The 8 full papers presented in this volume were carefully reviewed and selected from 15 submissions. They cover a wide range of topics related to video games; general game playing.- machine learning and Monte Carlo tree search.
Author :Institute of Electrical and Electronics Engineers (New York, NY) Publisher : ISBN 13 :9781457700101 Total Pages :357 pages Book Rating :4.7/5 (1 download)
Book Synopsis 2011 IEEE Conference on Computational Intelligence and Games by : Institute of Electrical and Electronics Engineers (New York, NY)
Download or read book 2011 IEEE Conference on Computational Intelligence and Games written by Institute of Electrical and Electronics Engineers (New York, NY) and published by . This book was released on 2011-08 with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt:
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.
Book Synopsis Games and Learning Alliance by : Francesca de Rosa
Download or read book Games and Learning Alliance written by Francesca de Rosa and published by Springer Nature. This book was released on 2021-11-29 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 10th International Conference on Games and Learning Alliance, GALA 2021, held in La Spezia, Italy, in December 2021. The 21 full papers and 10 short papers were carefully reviewed and selected from 50 submissions. The papers cover a broad spectrum of topics: Serious Games Applications; Serious Game to Improve Literacy; Technology used for Serious Games; Serious Game Usage; Serious Games Design.Chapters “Cards and Roles: Co-designing Privacy Serious Games with an Online Role-Playing Boardgame" and “An Authoring Tool to Engage Younger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design ” are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Book Synopsis Applications of Evolutionary Computation by : Kevin Sim
Download or read book Applications of Evolutionary Computation written by Kevin Sim and published by Springer. This book was released on 2018-03-07 with total page 913 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed conference proceedings of the 21st International Conference on the Applications of Evolutionary Computation, EvoApplications 2018, held in Parma, Italy, in April 2018, collocated with the Evo* 2018 events EuroGP, EvoCOP, and EvoMUSART. The 59 revised full papers presented were carefully reviewed and selected from 84 submissions. EvoApplications 2018 combined research from 14 different domains: business analytics and finance (EvoBAFIN); computational biology (EvoBIO); communication networks and other parallel and distributed systems (EvoCOMNET); complex systems (EvoCOMPLEX); energy-related optimization (EvoENERGY); games and multi-agent systems (EvoGAMES); image analysis, signal processing and pattern recognition (EvoIASP); realworld industrial and commercial environments (EvoINDUSTRY); knowledge incorporation in evolutionary computation (EvoKNOW); continuous parameter optimization (EvoNUM); parallel architectures and distributed infrastructures (EvoPAR); evolutionary robotics (EvoROBOT); nature-inspired algorithms in software engineering and testing (EvoSET); and stochastic and dynamic environments (EvoSTOC).
Book Synopsis 2012 IEEE Conference on Computational Intelligence and Games by :
Download or read book 2012 IEEE Conference on Computational Intelligence and Games written by and published by . This book was released on 2012 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Advances in Computer Entertainment Technology by : Adrian David Cheok
Download or read book Advances in Computer Entertainment Technology written by Adrian David Cheok and published by Springer. This book was released on 2018-03-02 with total page 911 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed conference proceedings of the 14th International Conference on Advances in Computer Entertainment Technology, ACE 2017, held in London, UK, in December 2017. The 59 full papers presented were selected from a total of 229 submissions. ACE is by nature a multi-disciplinary conference, therefore attracting people across a wide spectrum of interests and disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. The main goal is to stimulate discussion in the development of new and compelling entertainment computing and interactive art concepts and applications. The chapter 'eSport vs irlSport' is open access under a CC BY 4.0 license via link.springer.com.
Book Synopsis Proceedings of International Conference on Recent Trends in Computing by : Rajendra Prasad Mahapatra
Download or read book Proceedings of International Conference on Recent Trends in Computing written by Rajendra Prasad Mahapatra and published by Springer Nature. This book was released on 2023-03-20 with total page 837 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a collection of high-quality peer-reviewed research papers presented at International Conference on Recent Trends in Computing (ICRTC 2022) held at SRM Institute of Science and Technology, Ghaziabad, Delhi, India, during 3 – 4 June 2022. The book discusses a wide variety of industrial, engineering and scientific applications of the emerging techniques. The book presents original works from researchers from academic and industry in the field of networking, security, big data and the Internet of things.
Book Synopsis PRIMA 2020: Principles and Practice of Multi-Agent Systems by : Takahiro Uchiya
Download or read book PRIMA 2020: Principles and Practice of Multi-Agent Systems written by Takahiro Uchiya and published by Springer Nature. This book was released on 2021-02-13 with total page 430 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 23rd International Conference on Principles and Practice of Multi-Agent Systems, PRIMA 2020, held in Nagoya, Japan, in November 2020. The 19 full papers presented and 13 short papers were carefully reviewed and selected from 50 submissions. Due to COVID-19, the conference was held online. The conference covers a wide range of ranging from foundations of agent theory and engineering aspects of agent systems, to emerging interdisciplinary areas of agent-based research.
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 Advances in Intelligent Systems Research and Innovation by : Vassil Sgurev
Download or read book Advances in Intelligent Systems Research and Innovation written by Vassil Sgurev and published by Springer Nature. This book was released on 2021-11-03 with total page 489 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book represents the experience of successful researchers from four continents on a broad range of intelligent systems, and it hints how to avoid anticipated conflicts and problems during multidisciplinary innovative research from Industry 4.0 and/or Internet of Things through modern machine learning, and software agent applications to open data science big data/advance analytics/visual analytics/text mining/web mining/knowledge discovery/deep data mining issues. The considered intelligent part is essential in most smart/control systems, cyber security, bioinformatics, virtual reality, robotics, mathematical modelling projects, and its significance rapidly increases in other technologies. Theoretical foundations of fuzzy sets, mathematical and non-classical logic also are rapidly developing.
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.
Book Synopsis Advances in Information and Communication Networks by : Kohei Arai
Download or read book Advances in Information and Communication Networks written by Kohei Arai and published by Springer. This book was released on 2018-12-05 with total page 695 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book, gathering the proceedings of the Future of Information and Communication Conference (FICC) 2018, is a remarkable collection of chapters covering a wide range of topics in areas of information and communication technologies and their applications to the real world. It includes 104 papers and posters by pioneering academic researchers, scientists, industrial engineers, and students from all around the world, which contribute to our understanding of relevant trends of current research on communication, data science, ambient intelligence, networking, computing, security and Internet of Things. This book collects state of the art chapters on all aspects of information science and communication technologies, from classical to intelligent, and covers both theory and applications of the latest technologies and methodologies. Presenting state-of-the-art intelligent methods and techniques for solving real-world problems along with a vision of the future research, this book is an interesting and useful resource.