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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.
This book constitutes the refereed proceedings of the 11th International Conference on Text, Speech and Dialogue, TSD 2008, held in Brno, Czech Republic, September 8-12, 2008. The 79 revised full papers presented together with 4 invited papers were carefully reviewed and selected from 173 submissions. The topics of the conference include, but are not limited to, text corpora and tagging; transcription problems in spoken corpora; sense disambiguation; links between text and speech oriented systems; parsing issues; parsing problems in spoken texts; multi-lingual issues; multi-lingual dialogue systems; information retrieval and information extraction; text/topic summarization; machine translation; semantic networks and ontologies; semantic web; speech modeling; speech segmentation; speech recognition; search in speech for IR and IE; text-to-speech synthesis; dialogue systems; development of dialogue strategies; prosody in dialogues; emotions and personality modeling; user modeling; knowledge representation in relation to dialogue systems; assistive technologies based on speech and dialogue; applied systems and software; facial animation; and visual speech synthesis
We share our modern world with bots – chatbots to converse with, roombots to clean our houses, spambots to fill our e-mail inboxes, and medibots to assist our surgeons. This book is about computer game bots, virtual companions who accompany us in virtual worlds or sharpen our fighting skills. These bots must be believable, that is human players should believe they are interacting with entities operating at a human level – bots are more fun if they behave like we do. This book shows how to create believable bots that play computer games, and it discusses the implications of making them appear human. The chapters in this book present the state of the art in research on and development of g...
As has been pointed out by several industrial game AI developers the lack of behavioral modularity across games and in-game tasks is detrimental for the development of high quality AI [605, 171]. An increasingly popular method for ad-hoc behavior authoring that eliminates the modularity limitations of FSMs and BTs is the utility-based AI approach which can be used for the design of control and decision making systems in games [425, 557]. Following this approach, instances in the game get assigned a particular utility function that gives a value for the importance of the particular instance [10, 169]. For instance, the importance of an enemy being present at a particular distance or the impor...
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This book presents the proceedings of the 24th European Conference on Artificial Intelligence (ECAI 2020), held in Santiago de Compostela, Spain, from 29 August to 8 September 2020. The conference was postponed from June, and much of it conducted online due to the COVID-19 restrictions. The conference is one of the principal occasions for researchers and practitioners of AI to meet and discuss the latest trends and challenges in all fields of AI and to demonstrate innovative applications and uses of advanced AI technology. The book also includes the proceedings of the 10th Conference on Prestigious Applications of Artificial Intelligence (PAIS 2020) held at the same time. A record number of ...
This book constitutes the thoroughly refereed post-conference proceedings of the International Conference on the Applications of Evolutionary Computation, EvoApplications 2014, held in Granada, Spain, in April 2014, colocated with the Evo* 2014 events EuroGP, EvoCOP, and EvoMUSART. The 79 revised full papers presented were carefully reviewed and selected from 128 submissions. EvoApplications 2014 consisted of the following 13 tracks: EvoCOMNET (nature-inspired techniques for telecommunication networks and other parallel and distributed systems), EvoCOMPLEX (evolutionary algorithms and complex systems), EvoENERGY (evolutionary computation in energy applications), EvoFIN (evolutionary and natu...
AI is already part of our lives even though we might not realise it. It is in our phones, filtering spam, identifying Facebook friends, and classifying our images on Instagram. It is in our homes in the form of Siri, Alexa and other AI assistants. It is in our cars and our planes. AI is literally everywhere. Artworks generated by AI have won international prizes, and have been sold at auction. But what does AI mean for the world of design? This issue of AD explores the nature of AI, and considers its potential for architecture. But this is no idle speculation. Architects have already started using AI for architectural design and fabrication. Yet – astonishingly – there has been almost no...
This book constitutes the thoroughly refereed proceedings of the 22nd International Conference on User Modeling, Adaption and Personalization, held in Aalborg, Denmark, in July 2014. The 23 long and 19 short papers of the research paper track were carefully reviewed and selected from 146 submissions. The papers cover the following topics: large scale personalization, adaptation and recommendation; Personalization for individuals, groups and populations; modeling individuals, groups and communities; Web dynamics and personalization; adaptive web-based systems; context awareness; social recommendations; user experience; user awareness and control; Affective aspects; UMAP underpinning by psychology models; privacy; perceived security and trust; behavior change and persuasion.