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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.
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.
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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.
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.
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.