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General Video Game Artificial Intelligence
  • Language: en
  • Pages: 191

General Video Game Artificial Intelligence

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-edu...

General Video Game Artificial Intelligence
  • Language: en
  • Pages: 177

General Video Game Artificial Intelligence

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-edu...

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.

Handbook of Grammatical Evolution
  • Language: en
  • Pages: 497

Handbook of Grammatical Evolution

  • Type: Book
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  • Published: 2018-09-11
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  • Publisher: Springer

This handbook offers a comprehensive treatise on Grammatical Evolution (GE), a grammar-based Evolutionary Algorithm that employs a function to map binary strings into higher-level structures such as programs. GE's simplicity and modular nature make it a very flexible tool. Since its introduction almost twenty years ago, researchers have applied it to a vast range of problem domains, including financial modelling, parallel programming and genetics. Similarly, much work has been conducted to exploit and understand the nature of its mapping scheme, triggering additional research on everything from different grammars to alternative mappers to initialization. The book first introduces GE to the n...

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.

Advances in Artificial Intelligence
  • Language: en
  • Pages: 411

Advances in Artificial Intelligence

  • Type: Book
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  • Published: 2018-10-15
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  • Publisher: Springer

​This book constitutes the refereed proceedings of the 18th Conference of the Spanish Association for Artificial Intelligence, CAEPIA 2018, held in Granada, Spain, in October 2018. The 36 full papers presented were carefully selected from 240 submissions. The Conference of the Spanish Association of Artificial Intelligence (CAEPIA) is a biennial forum open to researchers from all over the world to present and discuss their latest scientific and technological advances in Antificial Intelligence (AI). Authors are kindly requested to submit unpublished original papers describing relevant research on AI issues from all points of view: formal, methodological, technical or applied.

Videogame Sciences and Arts
  • Language: en
  • Pages: 153

Videogame Sciences and Arts

This book constitutes the refereed proceedings of the 12th International Conference on Videogame Sciences and Arts, VJ 2020, held in Mirandela, Portugal, in November 2020.* The 10 full papers presented were carefully reviewed and selected from 46 submissions. *The conference was held online due to the COVID-19 pandemic.

Applications of Evolutionary Computation
  • Language: en
  • Pages: 395

Applications of Evolutionary Computation

This book constitutes the refereed proceedings of the International Conference on the Applications of Evolutionary Computation, EvoApplications 2011, held in Torino, Italy, in April 2011 colocated with the Evo* 2011 events. Thanks to the large number of submissions received, the proceedings for EvoApplications 2011 are divided across two volumes (LNCS 6624 and 6625). The present volume contains contributions for EvoCOMPLEX, EvoGAMES, EvoIASP, EvoINTELLIGENCE, EvoNUM, and EvoSTOC. The 36 revised full papers presented were carefully reviewed and selected from numerous submissions. This volume presents an overview about the latest research in EC. Areas where evolutionary computation techniques have been applied range from telecommunication networks to complex systems, finance and economics, games, image analysis, evolutionary music and art, parameter optimization, scheduling, and logistics. These papers may provide guidelines to help new researchers tackling their own problem using EC.

Applications of Evolutionary Computation
  • Language: en
  • Pages: 759

Applications of Evolutionary Computation

This book constitutes the refereed proceedings of the 25th International Conference on Applications of Evolutionary Computation, EvoApplications 2022, held as part of Evo*2022, in April 2022, co-located with the Evo*2022 events EuroGP, EvoCOP, and EvoMUSART. The 46 revised full papers presented in this book were carefully reviewed and selected from 67 submissions.

Applications of Evolutionary Computation
  • Language: en
  • Pages: 460

Applications of Evolutionary Computation

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