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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...

Applications of Evolutionary Computation
  • Language: en
  • Pages: 243

Applications of Evolutionary Computation

  • Type: Book
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  • Published: 2017-04-03
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  • Publisher: Springer

The two volumes LNCS 10199 and 10200 constitute the refereed conference proceedings of the 20th European Conference on the Applications of Evolutionary Computation, EvoApplications 2017, held in Amsterdam, The Netherlands, in April 2017, colocated with the Evo* 2016 events EuroGP, EvoCOP, and EvoMUSART. The 46 revised full papers presented together with 26 poster papers were carefully reviewed and selected from 108 submissions. EvoApplications 2016 consisted of the following 13 tracks: EvoBAFIN (natural computing methods in business analytics and finance), EvoBIO (evolutionary computation, machine learning and data mining in computational biology), EvoCOMNET (nature-inspired techniques for t...

Applications of Evolutionary Computation
  • Language: en
  • Pages: 709

Applications of Evolutionary Computation

This book constitutes the refereed proceedings of the 23rd European Conference on Applications of Evolutionary Computation, EvoApplications 2020, held as part of Evo*2020, in Seville, Spain, in April 2020, co-located with the Evo*2020 events EuroGP, EvoMUSART and EvoCOP. The 44 full papers presented in this book were carefully reviewed and selected from 62 submissions. The papers cover a wide spectrum of topics, ranging from applications of bio-inspired techniques on social networks, evolutionary computation in digital healthcare and personalized medicine, soft-computing applied to games, applications of deep-bioinspired algorithms, parallel and distributed systems, and evolutionary machine learning.​

Deep Reinforcement Learning
  • Language: en
  • Pages: 414

Deep Reinforcement Learning

Deep reinforcement learning has attracted considerable attention recently. Impressive results have been achieved in such diverse fields as autonomous driving, game playing, molecular recombination, and robotics. In all these fields, computer programs have taught themselves to understand problems that were previously considered to be very difficult. In the game of Go, the program AlphaGo has even learned to outmatch three of the world’s leading players.Deep reinforcement learning takes its inspiration from the fields of biology and psychology. Biology has inspired the creation of artificial neural networks and deep learning, while psychology studies how animals and humans learn, and how sub...

Affordance Theory in Game Design
  • Language: en
  • Pages: 97

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...

Applications of Evolutionary Computation
  • Language: en
  • Pages: 917

Applications of Evolutionary Computation

  • Type: Book
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  • Published: 2018-03-07
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  • Publisher: Springer

This book constitutes the refereed conference proceedings of the 21st International Conference on the Applications of Evolutionary Computation, EvoApplications 2018, held in Parma, Italy, in April 2018, collocated with the Evo* 2018 events EuroGP, EvoCOP, and EvoMUSART. The 59 revised full papers presented were carefully reviewed and selected from 84 submissions. EvoApplications 2018 combined research from 14 different domains: business analytics and finance (EvoBAFIN); computational biology (EvoBIO); communication networks and other parallel and distributed systems (EvoCOMNET); complex systems (EvoCOMPLEX); energy-related optimization (EvoENERGY); games and multi-agent systems (EvoGAMES); image analysis, signal processing and pattern recognition (EvoIASP); realworld industrial and commercial environments (EvoINDUSTRY); knowledge incorporation in evolutionary computation (EvoKNOW); continuous parameter optimization (EvoNUM); parallel architectures and distributed infrastructures (EvoPAR); evolutionary robotics (EvoROBOT); nature-inspired algorithms in software engineering and testing (EvoSET); and stochastic and dynamic environments (EvoSTOC).

ECAI 2020
  • Language: en
  • Pages: 3122

ECAI 2020

  • Type: Book
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  • Published: 2020-09-11
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  • Publisher: IOS Press

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 ...

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.

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.