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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

Federated and Transfer Learning
  • Language: en
  • Pages: 371

Federated and Transfer Learning

This book provides a collection of recent research works on learning from decentralized data, transferring information from one domain to another, and addressing theoretical issues on improving the privacy and incentive factors of federated learning as well as its connection with transfer learning and reinforcement learning. Over the last few years, the machine learning community has become fascinated by federated and transfer learning. Transfer and federated learning have achieved great success and popularity in many different fields of application. The intended audience of this book is students and academics aiming to apply federated and transfer learning to solve different kinds of real-world problems, as well as scientists, researchers, and practitioners in AI industries, autonomous vehicles, and cyber-physical systems who wish to pursue new scientific innovations and update their knowledge on federated and transfer learning and their applications.

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.

Emile
  • Language: en
  • Pages: 742

Emile

  • Type: Book
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  • Published: 1993
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  • Publisher: Unknown

None

International Conference of the Learning Sciences
  • Language: en
  • Pages: 810

International Conference of the Learning Sciences

The field of the learning sciences is concerned with educational research from the dual perspectives of human cognition and computing technologies, and the application of this research in three integrated areas: *Design: Design of learning and teaching environments, tools, or media, including innovative curricula, multimedia, artificial intelligence, telecommunications technologies, visualization, modeling, and design theories and activity structures for supporting learning and teaching. *Cognition: Models of the structures and processes of learning and teaching by which knowledge, skills, and understanding are developed, including the psychological foundations of the field, learning in cont...

The Future Is Faster Than You Think
  • Language: en
  • Pages: 384

The Future Is Faster Than You Think

From the New York Times bestselling authors of Abundance and Bold comes a practical playbook for technological convergence in our modern era. In their book Abundance, bestselling authors and futurists Peter Diamandis and Steven Kotler tackled grand global challenges, such as poverty, hunger, and energy. Then, in Bold, they chronicled the use of exponential technologies that allowed the emergence of powerful new entrepreneurs. Now the bestselling authors are back with The Future Is Faster Than You Think, a blueprint for how our world will change in response to the next ten years of rapid technological disruption. Technology is accelerating far more quickly than anyone could have imagined. Dur...

Affordance Theory in Game Design
  • Language: en
  • Pages: 113

Affordance Theory in Game Design

Games, whether educational or recreational, are meant to be fun. How do we ensure that the game delivers its intent? The answer to this question is playtesting. However, a haphazard playtest process cannot discover play experience from various dimensions. Players' perceptions, affordances, age, gender, culture, and many more human factors influence play experience. A playtest requires an intensive experimental process and scientific protocols to ensure that the outcomes seen are reliable for the designer. Playtesting and players' affordances are the focus of this book. This book is not just about the playtest procedures but also demonstrates how they lead to the conclusions obtained when con...

The Creativity Code
  • Language: en
  • Pages: 321

The Creativity Code

Most books on AI focus on the future of work. But now that algorithms can learn and adapt, does the future of creativity also belong to well-programmed machines? To answer this question, Marcus du Sautoy takes us to the forefront of creative new technologies and offers a more positive and unexpected vision of our future cohabitation with machines.

Handbuch Künstliche Intelligenz und die Künste
  • Language: de
  • Pages: 379

Handbuch Künstliche Intelligenz und die Künste

Das Handbuch setzt sich mit den vielfältigen Beziehungen und Wechselwirkungen zwischen KI und den Künsten auseinander. Verfahren und Erscheinungsformen künstlicher Intelligenz sind sowohl als Sujet wie auch als Instrumente kreativer künstlerischer Produktion in den Künsten angekommen. Beiden Bereichen wird das Handbuch gerecht und bietet neben einer Geschichte der Darstellung von KI und KI-angelehnten Themen in Literatur, Film, Theater, Videospiel, bildender Kunst und Musik erstmalig überhaupt einen Überblick über KI-basierte Verfahren künstlerischer Produktion und Kreativität in unterschiedlichen Kunstformen. Dieses wissenschaftlich bisher kaum reflektierte Eindringen der KI in di...