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Procedural Content Generation via Machine Learning
  • Language: en
  • Pages: 246

Procedural Content Generation via Machine Learning

This book surveys current and future approaches to generating video game content with machine learning or Procedural Content Generation via Machine Learning (PCGML). Machine learning is having a major impact on many industries, including the video game industry. PCGML addresses the use of computers to generate new types of content for video games (game levels, quests, characters, etc.) by learning from existing content. The authors illustrate how PCGML is poised to transform the video games industry and provide the first ever beginner-focused guide to PCGML. This book features an accessible introduction to machine learning topics, and readers will gain a broad understanding of currently employed PCGML approaches in academia and industry. The authors provide guidance on how best to set up a PCGML project and identify open problems appropriate for a research project or thesis. This book is written with machine learning and games novices in mind and includes discussions of practical and ethical considerations along with resources and guidance for starting a new PCGML project.

Procedural Content Generation Via Machine Learning
  • Language: en

Procedural Content Generation Via Machine Learning

  • Type: Book
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  • Published: 2022
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  • Publisher: Unknown

None

Interactive Storytelling
  • Language: en
  • Pages: 473

Interactive Storytelling

  • Type: Book
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  • Published: 2016-11-08
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  • Publisher: Springer

This book constitutes the refereed proceedings of the 9th International Conference on Interactive Digital Storytelling, ICIDS 2016, held in Los Angeles, CA, USA, in November 2016. The 26 revised full papers and 8 short papers presented together with 9 posters, 4 workshop, and 3 demonstration papers were carefully reviewed and selected from 88 submissions. The papers are organized in topical sections on analyses and evaluation systems; brave new ideas; intelligent narrative technologies; theoretical foundations; and usage scenarios and applications.

Genealogy
  • Language: en
  • Pages: 904

Genealogy

  • Type: Book
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  • Published: 1917
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  • Publisher: Unknown

None

Who was who at Waterloo
  • Language: en
  • Pages: 496

Who was who at Waterloo

Everyone knows about the Battle of Waterloo - or do they? Much of what we feel we know about Waterloo is fiction. This work exposes the myth of the battle. It brings us nearer the truth: that there are as many facets to the battle as faces on the field.

Who was Who at Waterloo
  • Language: en
  • Pages: 488

Who was Who at Waterloo

  • Type: Book
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  • Published: 2014-01-14
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  • Publisher: Routledge

Everyone knows about the Battle of Waterloo or do they? This book presents the battle as never before: through the personal stories of over 150 people present at the battle or its immediate aftermath. A reference book, a biographical dictionary, and a myth-busting expose, Who was Who at Waterloo is an indispensable guide to historys most famous battle. Arranged in alphabetical order, and with entries highlighted throughout the text like links in a website, the book boasts a colourful cast of soldiers, politicians, peasants, surgeons, artists, novelists, poets, scientists, entrepreneurs, and more. It provides many sorties into nineteenth century culture, politics, medicine and science. It also provides a thorough look at the sources, identifying myths, irregularities and cover-ups. The book demonstrates how little we can really know about Waterloo. And yet it also demonstrates just how much can be said about the battles participants.

Procedural Content Generation in Games
  • Language: en
  • Pages: 237

Procedural Content Generation in Games

  • Type: Book
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  • Published: 2016-10-18
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  • Publisher: Springer

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.

Illustrated Historical Combination Atlas of Cambria County, Pennsylvania
  • Language: en
  • Pages: 206

Illustrated Historical Combination Atlas of Cambria County, Pennsylvania

  • Type: Book
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  • Published: 1890
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  • Publisher: Unknown

None

Artificial Intelligence and Games
  • Language: en
  • Pages: 337

Artificial Intelligence and Games

  • Type: Book
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  • Published: 2018-02-17
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  • Publisher: Springer

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.