Knowledge Free And Learning Based Methods In Intelligent Game Playing

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Knowledge-Free and Learning-Based Methods in Intelligent Game Playing

Author : Jacek Mandziuk
Publisher : Springer Science & Business Media
Page : 259 pages
File Size : 40,9 Mb
Release : 2010-01-27
Category : Computers
ISBN : 9783642116773

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Knowledge-Free and Learning-Based Methods in Intelligent Game Playing by Jacek Mandziuk Pdf

The book is focused on the developments and prospective challenging problems in the area of mind game playing (i.e. playing games that require mental skills) using Computational Intelligence (CI) methods, mainly neural networks, genetic/evolutionary programming and reinforcement learning. The majority of discussed game playing ideas were selected based on their functional similarity to human game playing. These similarities include: learning from scratch, autonomous experience-based improvement and example-based learning. The above features determine the major distinction between CI and traditional AI methods relying mostly on using effective game tree search algorithms, carefully tuned hand-crafted evaluation functions or hardware-based brute-force methods. On the other hand, it should be noted that the aim of this book is by no means to underestimate the achievements of traditional AI methods in game playing domain. On the contrary, the accomplishments of AI approaches are undisputable and speak for themselves. The goal is rather to express my belief that other alternative ways of developing mind game playing machines are possible and urgently needed.

General Game Playing

Author : Fouad Sabry
Publisher : One Billion Knowledgeable
Page : 152 pages
File Size : 46,5 Mb
Release : 2023-07-04
Category : Computers
ISBN : PKEY:6610000475360

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General Game Playing by Fouad Sabry Pdf

What Is General Game Playing The concept of general game playing, sometimes known as GGP, refers to the development of artificial intelligence programs that are capable of competing well in more than one game. Computers are programmed to play many different games, such as chess, using an algorithm that is built specifically for that game and cannot be used in any other setting. For instance, a computer software that is designed to play chess cannot also play checkers. On the road to creating artificial general intelligence, generic game playing is seen as a necessary milestone. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: General game playing Chapter 2: Artificial intelligence Chapter 3: Machine learning Chapter 4: Game Description Language Chapter 5: List of programming languages for artificial intelligence Chapter 6: Monte Carlo tree search Chapter 7: Deep reinforcement learning Chapter 8: Artificial intelligence in video games Chapter 9: Machine learning in video games Chapter 10: Google DeepMind (II) Answering the public top questions about general game playing. (III) Real world examples for the usage of general game playing in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of general game playing' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of general game playing.

Artificial Intelligence and Games

Author : Georgios N. Yannakakis,Julian Togelius
Publisher : Springer
Page : 337 pages
File Size : 55,5 Mb
Release : 2018-02-17
Category : Computers
ISBN : 9783319635194

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Artificial Intelligence and Games by Georgios N. Yannakakis,Julian Togelius Pdf

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.

Artificial Intelligence Video Games

Author : Fouad Sabry
Publisher : One Billion Knowledgeable
Page : 159 pages
File Size : 50,8 Mb
Release : 2023-07-04
Category : Computers
ISBN : PKEY:6610000475254

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Artificial Intelligence Video Games by Fouad Sabry Pdf

What Is Artificial Intelligence Video Games Artificial intelligence (AI) is used in video games to develop responsive, adaptive, or intelligent behaviors, primarily in non-player characters (NPCs), that are akin to the intellect of humans. Since the beginning of the video game industry in the 1950s, artificial intelligence has been an essential component of the medium. Artificial intelligence (AI) in video games is a discrete topic that is distinct from AI in academic settings. Rather than serving the purposes of machine learning or decision making, it is designed to enhance the experience of game players. The concept of artificial intelligence (AI) opponents became very popular during the golden age of arcade video games. This concept manifested itself in the form of graduated difficulty levels, distinct movement patterns, and in-game events that were reliant on the player's input. The behavior of non-player characters (NPCs) in modern games is frequently governed by tried-and-true methods such as pathfinding and decision trees. Data mining and procedural content production are two examples of AI applications that are frequently utilized in methods that are not immediately obvious to the user. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Artificial intelligence in video games Chapter 2: Artificial intelligence Chapter 3: List of artificial intelligence projects Chapter 4: Video game programmer Chapter 5: Interactive storytelling Chapter 6: Outline of video games Chapter 7: Outline of artificial intelligence Chapter 8: General game playing Chapter 9: Dynamic game difficulty balancing Chapter 10: Machine learning in video games (II) Answering the public top questions about artificial intelligence video games. (III) Real world examples for the usage of artificial intelligence video games in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of artificial intelligence video games' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of artificial intelligence video games.

General Video Game Artificial Intelligence

Author : Diego Pérez Liébana,Simon M. Lucas,Raluca D. Gaina,Julian Togelius,Ahmed Khalifa,Jialin Liu
Publisher : Springer Nature
Page : 177 pages
File Size : 47,8 Mb
Release : 2022-05-31
Category : Mathematics
ISBN : 9783031021220

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General Video Game Artificial Intelligence by Diego Pérez Liébana,Simon M. Lucas,Raluca D. Gaina,Julian Togelius,Ahmed Khalifa,Jialin Liu Pdf

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.

Computer Games

Author : Tristan Cazenave,Mark H.M. Winands,Stefan Edelkamp,Stephan Schiffel,Michael Thielscher,Julian Togelius
Publisher : Springer
Page : 179 pages
File Size : 42,6 Mb
Release : 2017-04-27
Category : Computers
ISBN : 9783319579696

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Computer Games by Tristan Cazenave,Mark H.M. Winands,Stefan Edelkamp,Stephan Schiffel,Michael Thielscher,Julian Togelius Pdf

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.

Machines that Learn to Play Games

Author : Johannes Fürnkranz,Miroslav Kubat
Publisher : Nova Publishers
Page : 318 pages
File Size : 49,5 Mb
Release : 2001
Category : Computers
ISBN : 1590330218

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Machines that Learn to Play Games by Johannes Fürnkranz,Miroslav Kubat Pdf

The mind-set that has dominated the history of computer game playing relies on straightforward exploitation of the available computing power. The fact that a machine can explore millions of variations sooner than the sluggish human can wink an eye has inspired hopes that the mystery of intelligence can be cracked, or at least side-stepped, by sheer force. Decades of the steadily growing strength of computer programs have attested to the soundness of this approach. It is clear that deeper understanding can cut the amount of necessary calculations by orders of magnitude. The papers collected in this volume describe how to instill learning skills in game playing machines. The reader is asked to keep in mind that this is not just about games -- the possibility that the discussed techniques will be used in control systems and in decision support always looms in the background.

Learning to Play

Author : Aske Plaat
Publisher : Springer Nature
Page : 330 pages
File Size : 55,6 Mb
Release : 2020-12-23
Category : Computers
ISBN : 9783030592387

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Learning to Play by Aske Plaat Pdf

In this textbook the author takes as inspiration recent breakthroughs in game playing to explain how and why deep reinforcement learning works. In particular he shows why two-person games of tactics and strategy fascinate scientists, programmers, and game enthusiasts and unite them in a common goal: to create artificial intelligence (AI). After an introduction to the core concepts, environment, and communities of intelligence and games, the book is organized into chapters on reinforcement learning, heuristic planning, adaptive sampling, function approximation, and self-play. The author takes a hands-on approach throughout, with Python code examples and exercises that help the reader understand how AI learns to play. He also supports the main text with detailed pointers to online machine learning frameworks, technical details for AlphaGo, notes on how to play and program Go and chess, and a comprehensive bibliography. The content is class-tested and suitable for advanced undergraduate and graduate courses on artificial intelligence and games. It's also appropriate for self-study by professionals engaged with applications of machine learning and with games development. Finally it's valuable for any reader engaged with the philosophical implications of artificial and general intelligence, games represent a modern Turing test of the power and limitations of AI.

Artificial Intelligence for Computer Games

Author : John David Funge
Publisher : CRC Press
Page : 160 pages
File Size : 48,5 Mb
Release : 2004-07-29
Category : Computers
ISBN : 9781439864807

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Artificial Intelligence for Computer Games by John David Funge Pdf

Learn to make games that are more fun and engaging! Building on fundamental principles of Artificial Intelligence, Funge explains how to create Non-Player Characters (NPCs) with progressively more sophisticated capabilities. Starting with the basic capability of acting in the game world, the book explains how to develop NPCs who can perceive, remem

Advanced Intelligent Paradigms in Computer Games

Author : Norio Baba,Hisashi Handa
Publisher : Springer
Page : 201 pages
File Size : 49,6 Mb
Release : 2007-06-26
Category : Technology & Engineering
ISBN : 9783540727057

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Advanced Intelligent Paradigms in Computer Games by Norio Baba,Hisashi Handa Pdf

This book explores all the latest research in the area of advanced intelligent paradigms in computer games. It presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. The contents include: COMMONS GAME in intelligent environment; adaptive generation of dilemma-based interactive narratives; computational intelligence in racing games; evolutionary algorithms for board game players with domain knowledge; electronic market games; EVE’s entropy; and capturing player enjoyment in computer games.

General Game Playing

Author : Michael Liu,Michael Xia
Publisher : Springer Nature
Page : 213 pages
File Size : 40,5 Mb
Release : 2022-06-01
Category : Computers
ISBN : 9783031015694

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General Game Playing by Michael Liu,Michael Xia Pdf

General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at "runtime" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player. GGP is an interesting application in its own right. It is intellectually engaging and more than a little fun. But it is much more than that. It provides a theoretical framework for modeling discrete dynamic systems and defining rationality in a way that takes into account problem representation and complexities like incompleteness of information and resource bounds. It has practical applications in areas where these features are important, e.g., in business and law. More fundamentally, it raises questions about the nature of intelligence and serves as a laboratory in which to evaluate competing approaches to artificial intelligence. This book is an elementary introduction to General Game Playing (GGP). (1) It presents the theory of General Game Playing and leading GGP technologies. (2) It shows how to create GGP programs capable of competing against other programs and humans. (3) It offers a glimpse of some of the real-world applications of General Game Playing.

Serious Games in Personalized Learning

Author : Scott M. Martin,James R. Casey,Stephanie Kane
Publisher : Taylor & Francis
Page : 305 pages
File Size : 50,8 Mb
Release : 2021-07-12
Category : Education
ISBN : 9781000400106

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Serious Games in Personalized Learning by Scott M. Martin,James R. Casey,Stephanie Kane Pdf

Serious Games in Personalized Learning investigates game-based teaching and learning at a time when learning and training systems are increasingly integrating serious games, machine-learning artificial intelligence models, and adaptive technologies. Game-based education provides rare data for measuring, assessing, and evaluating not just a game’s effectiveness but the acquisition of information and knowledge that a student may gain through playing a learning game. This book synthesizes contemporary research, frameworks, and models centered on the design and delivery of serious games that truly personalize the learning experience. Scholars of educational technology, instructional design, human performance, and more will find a comprehensive guide to the history, practical implications, and data-collection potential inherent to these fast-evolving tools.

Computer Games

Author : Tristan Cazenave,Mark H.M. Winands,Stefan Edelkamp,Stephan Schiffel,Michael Thielscher,Julian Togelius
Publisher : Springer
Page : 179 pages
File Size : 46,7 Mb
Release : 2016-05-11
Category : Computers
ISBN : 9783319394022

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Computer Games by Tristan Cazenave,Mark H.M. Winands,Stefan Edelkamp,Stephan Schiffel,Michael Thielscher,Julian Togelius Pdf

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 for Computer Games

Author : Pedro Antonio Gonz Lez-Calero,Marco Antonio G Mez-Mart N
Publisher : Unknown
Page : 214 pages
File Size : 50,5 Mb
Release : 2011-03-03
Category : Electronic
ISBN : 1441981896

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Artificial Intelligence for Computer Games by Pedro Antonio Gonz Lez-Calero,Marco Antonio G Mez-Mart N Pdf