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Genetic Programming - 7th European Conference, EuroGP 2004, Coimbra, Portugal, April 5-7, 2004, Proceedings (Paperback, 2004 ed.)
Maarten Keijzer, Una-May O'Reilly, Simon M. Lucas, Ernesto Costa, Terence Soule
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R1,714
Discovery Miles 17 140
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In this volume we present the accepted contributions for the 7th
European C- ference on Genetic Programming (EuroGP 2004). The
conference took place on 5 7 April 2004 in Portugal at the
University of Coimbra, in the Department of Mathematics in Pra, ca
Dom Dinis, located on the hill above the old town. EuroGP is a
well-established conference and the sole one exclusively de- ted to
Genetic Programming. Previous proceedings have all been published
by Springer-Verlag in the LNCS series. EuroGP began as an
international wor- hop in Paris, France in 1998 (14 15 April, LNCS
1391). Subsequently the wor- hop was held in G] oteborg, Sweden in
1999 (26 27 May, LNCS 1598) and then EuroGP became an annual
conference: in 2000 in Edinburgh, UK (15 16 April, LNCS 1802), in
2001 at Lake Como, Italy (18 19 April, LNCS 2038), in 2002 in
Kinsale, Ireland (3 5 April, LNCS 2278), and in 2003 in Colchester,
UK (14 16 April, LNCS 2610). From the outset, there have always
been specialized wor- hops, co-located with EuroGP, focusing on
applications of evolutionary al- rithms (LNCS 1468, 1596, 1803,
2037, 2279, and 2611). This year the EvoCOP workshop on
combinatorial optimization transformed itself into a conference in
its own right, and the two conferences, together with the
EvoWorkshops, EvoBIO, EvoIASP, EvoMUSART, EvoSTOC, EvoHOT, and
EvoCOMNET, now form one of the largest events dedicated to
Evolutionary Computation in Europe."
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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