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Artificial Intelligence and Games (Paperback, Softcover reprint of the original 1st ed. 2018): Georgios N. Yannakakis, Julian... Artificial Intelligence and Games (Paperback, Softcover reprint of the original 1st ed. 2018)
Georgios N. Yannakakis, Julian Togelius
R1,162 Discovery Miles 11 620 Ships in 10 - 15 working days

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.

Procedural Content Generation in Games (Paperback, Softcover reprint of the original 1st ed. 2016): Noor Shaker, Julian... Procedural Content Generation in Games (Paperback, Softcover reprint of the original 1st ed. 2016)
Noor Shaker, Julian Togelius, Mark J Nelson
R1,580 Discovery Miles 15 800 Ships in 10 - 15 working days

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.

Computer Games - 5th Workshop on Computer Games, CGW 2016, and 5th Workshop on General Intelligence in Game-Playing Agents,... 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, …
R2,119 Discovery Miles 21 190 Ships in 10 - 15 working days

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.

Procedural Content Generation in Games (Hardcover, 1st ed. 2016): Noor Shaker, Julian Togelius, Mark J Nelson Procedural Content Generation in Games (Hardcover, 1st ed. 2016)
Noor Shaker, Julian Togelius, Mark J Nelson
R2,952 Discovery Miles 29 520 Ships in 10 - 15 working days

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.

Computer Games - Fourth Workshop on Computer Games, CGW 2015, and the Fourth Workshop on General Intelligence in Game-Playing... 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, …
R2,119 Discovery Miles 21 190 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.

Artificial Intelligence and Games (Hardcover, 1st ed. 2018): Georgios N. Yannakakis, Julian Togelius Artificial Intelligence and Games (Hardcover, 1st ed. 2018)
Georgios N. Yannakakis, Julian Togelius
R908 Discovery Miles 9 080 Ships in 9 - 15 working days

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.

General Video Game Artificial Intelligence (Paperback): Diego Perez Liebana, Simon M. Lucas, Raluca D Gaina, Julian Togelius,... General Video Game Artificial Intelligence (Paperback)
Diego Perez Liebana, Simon M. Lucas, Raluca D Gaina, Julian Togelius, Ahmed Khalifa, …
R1,692 Discovery Miles 16 920 Ships in 10 - 15 working days

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.

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