General Video Game Artificial Intelligence
Download General Video Game Artificial Intelligence full books in PDF, epub, and Kindle. Read online free General Video Game Artificial Intelligence ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads.
Author |
: Diego Pérez Liébana |
Publisher |
: Morgan & Claypool Publishers |
Total Pages |
: 193 |
Release |
: 2019-10-09 |
ISBN-10 |
: 9781681736457 |
ISBN-13 |
: 1681736454 |
Rating |
: 4/5 (57 Downloads) |
Synopsis General Video Game Artificial Intelligence by : Diego Pérez Liébana
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.
Author |
: Julian Togelius |
Publisher |
: MIT Press |
Total Pages |
: 188 |
Release |
: 2019-01-15 |
ISBN-10 |
: 9780262350150 |
ISBN-13 |
: 0262350157 |
Rating |
: 4/5 (50 Downloads) |
Synopsis Playing Smart by : Julian Togelius
THE FUTURE OF GAME DESIGN IN THE AGE OF AI: Can games measure intelligence? And how will artificial intelligence inform games of the future? In Playing Smart, Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how. Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM’s Deep Blue and DeepMind’s AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. Game design is at heart a cognitive science, Togelius reminds us—when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.
Author |
: Georgios N. Yannakakis |
Publisher |
: Springer |
Total Pages |
: 350 |
Release |
: 2018-02-17 |
ISBN-10 |
: 9783319635194 |
ISBN-13 |
: 3319635190 |
Rating |
: 4/5 (94 Downloads) |
Synopsis Artificial Intelligence and Games by : Georgios N. Yannakakis
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.
Author |
: Pedro Antonio González-Calero |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 210 |
Release |
: 2011-03-01 |
ISBN-10 |
: 9781441981882 |
ISBN-13 |
: 1441981888 |
Rating |
: 4/5 (82 Downloads) |
Synopsis Artificial Intelligence for Computer Games by : Pedro Antonio González-Calero
The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of academic AI techniques into current electronic entertainment games. The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players. Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.
Author |
: Diego Pérez Liébana |
Publisher |
: Springer Nature |
Total Pages |
: 177 |
Release |
: 2022-05-31 |
ISBN-10 |
: 9783031021220 |
ISBN-13 |
: 3031021223 |
Rating |
: 4/5 (20 Downloads) |
Synopsis General Video Game Artificial Intelligence by : Diego Pérez Liébana
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.
Author |
: David M. Bourg |
Publisher |
: "O'Reilly Media, Inc." |
Total Pages |
: 398 |
Release |
: 2004 |
ISBN-10 |
: 0596005555 |
ISBN-13 |
: 9780596005559 |
Rating |
: 4/5 (55 Downloads) |
Synopsis AI for Game Developers by : David M. Bourg
From the author of "Physics for Game Developers," comes a new, non-threatening introduction to the complex subject of game programming.
Author |
: Ian Millington |
Publisher |
: CRC Press |
Total Pages |
: 85 |
Release |
: 2021-11-15 |
ISBN-10 |
: 9781000475517 |
ISBN-13 |
: 1000475514 |
Rating |
: 4/5 (17 Downloads) |
Synopsis AI for Games by : Ian Millington
What is artificial intelligence? How is artificial intelligence used in game development? Game development lives in its own technical world. It has its own idioms, skills, and challenges. That’s one of the reasons games are so much fun to work on. Each game has its own rules, its own aesthetic, and its own trade-offs, and the hardware it will run on keeps changing. AI for Games is designed to help you understand one element of game development: artificial intelligence (AI).
Author |
: Alex J. Champandard |
Publisher |
: New Riders |
Total Pages |
: 772 |
Release |
: 2003 |
ISBN-10 |
: 1592730043 |
ISBN-13 |
: 9781592730049 |
Rating |
: 4/5 (43 Downloads) |
Synopsis AI Game Development by : Alex J. Champandard
With game players expecting greater intelligence, efficiency, and realism with non-player characters, AI plays an ever-increasing important role in game development. This is a tremendous challenge for game developers in methodology, software design, and programming. Creating autonomous synthetic creatures that can adapt in games requires a different kind of understanding of AI than the classical approach used by current game programmers. The Nouvelle Game AI approach presented in this book focuses on creating embodied "animats" that behave in an intelligent and realistic manner. In particular, learning AI is generating much interest among the game development community, as these modern techniques can be used to optimize the development process. Book jacket.
Author |
: Steven Rabin |
Publisher |
: CRC Press |
Total Pages |
: 566 |
Release |
: 2015-04-17 |
ISBN-10 |
: 9781482254808 |
ISBN-13 |
: 1482254808 |
Rating |
: 4/5 (08 Downloads) |
Synopsis Game AI Pro 2 by : Steven Rabin
Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the com
Author |
: Ian Millington |
Publisher |
: CRC Press |
Total Pages |
: 898 |
Release |
: 2018-12-14 |
ISBN-10 |
: 9781315360577 |
ISBN-13 |
: 1315360578 |
Rating |
: 4/5 (77 Downloads) |
Synopsis Artificial Intelligence for Games by : Ian Millington
Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. "Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games). Key Features * The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience. * Walks through the entire development process from beginning to end. * Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.