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This book presents the most up-to-date coverage of procedural
content generation (PCG) for games, specifically the procedural
generation of levels, landscapes, items, rules, quests, or other
types of content. Each chapter explains an algorithm type or
domain, including fractal methods, grammar-based methods,
search-based and evolutionary methods, constraint-based methods,
and narrative, terrain, and dungeon generation. The authors are
active academic researchers and game developers, and the book is
appropriate for undergraduate and graduate students of courses on
games and creativity; game developers who want to learn new methods
for content generation; and researchers in related areas of
artificial intelligence and computational intelligence.
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.
This book presents the most up-to-date coverage of procedural
content generation (PCG) for games, specifically the procedural
generation of levels, landscapes, items, rules, quests, or other
types of content. Each chapter explains an algorithm type or
domain, including fractal methods, grammar-based methods,
search-based and evolutionary methods, constraint-based methods,
and narrative, terrain, and dungeon generation. The authors are
active academic researchers and game developers, and the book is
appropriate for undergraduate and graduate students of courses on
games and creativity; game developers who want to learn new methods
for content generation; and researchers in related areas of
artificial intelligence and computational intelligence.
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Computer Games - 5th Workshop on Computer Games, CGW 2016, and 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, Held in Conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, New York, USA, July 9-10, 2016, Revised Selected Papers (Paperback, 1st ed. 2017)
Tristan Cazenave, Mark H.M. Winands, Stefan Edelkamp, Stephan Schiffel, Michael Thielscher, …
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R2,123
Discovery Miles 21 230
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Ships in 10 - 15 working days
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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.
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Computer Games - Fourth Workshop on Computer Games, CGW 2015, and the Fourth Workshop on General Intelligence in Game-Playing Agents, GIGA 2015, Held in Conjunction with the 24th International Conference on Artificial Intelligence, IJCAI 2015, Buenos Aires, Argentina, July 26-27, 2015, Revised Selected Papers (Paperback, 1st ed. 2016)
Tristan Cazenave, Mark H.M. Winands, Stefan Edelkamp, Stephan Schiffel, Michael Thielscher, …
|
R2,123
Discovery Miles 21 230
|
Ships in 10 - 15 working days
|
This book constitutes the refereed proceedings of the Fourth
Computer Games Workshop, CGW 2015, and the Fourth Workshop on
General Intelligence in Game-Playing Agents, GIGA 2015, held in
conjunction with the 24th International Conference on Artificial
Intelligence, IJCAI 2015, Buenos Aires, Argentina, in July 2015.The
12 revised full papers presented were carefully reviewed and
selected from 27 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; reasoning; search.
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.
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.
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