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Book Artificial Intelligence and Games

Download or read book Artificial Intelligence and Games written by Georgios N. Yannakakis and published by Springer. This book was released on 2018-02-17 with total page 350 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Artificial Intelligence for Games

Download or read book Artificial Intelligence for Games written by Ian Millington and published by CRC Press. This book was released on 2018-12-14 with total page 898 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. "Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games). Key Features * The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience. * Walks through the entire development process from beginning to end. * Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.

Book AI for Games

    Book Details:
  • Author : Ian Millington
  • Publisher : CRC Press
  • Release : 2021-11-15
  • ISBN : 1000475514
  • Pages : 85 pages

Download or read book AI for Games written by Ian Millington and published by CRC Press. This book was released on 2021-11-15 with total page 85 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is artificial intelligence? How is artificial intelligence used in game development? Game development lives in its own technical world. It has its own idioms, skills, and challenges. That’s one of the reasons games are so much fun to work on. Each game has its own rules, its own aesthetic, and its own trade-offs, and the hardware it will run on keeps changing. AI for Games is designed to help you understand one element of game development: artificial intelligence (AI).

Book Artificial Intelligence for Computer Games

Download or read book Artificial Intelligence for Computer Games written by Pedro Antonio González-Calero and published by Springer Science & Business Media. This book was released on 2011-03-01 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of academic AI techniques into current electronic entertainment games. The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players. Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.

Book General Video Game Artificial Intelligence

Download or read book General Video Game Artificial Intelligence written by Diego Pérez Liébana and published by Morgan & Claypool Publishers. This book was released on 2019-10-09 with total page 193 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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-education institutions as assignments, or as proposed projects for final year (undergraduate and Master's) students and Ph.D. candidates. The present book, written by the developers and organizers of the framework, presents the most interesting highlights of the research performed by the authors during these years in this domain. It showcases work on methods to play the games, generators of content, and video game optimization. It also outlines potential further work in an area that offers multiple research directions for the future.

Book Artificial Intelligence for Computer Games

Download or read book Artificial Intelligence for Computer Games written by John David Funge and published by CRC Press. This book was released on 2004-07-29 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn to make games that are more fun and engaging! Building on fundamental principles of Artificial Intelligence, Funge explains how to create Non-Player Characters (NPCs) with progressively more sophisticated capabilities. Starting with the basic capability of acting in the game world, the book explains how to develop NPCs who can perceive, remem

Book Biologically Inspired Artificial Intelligence for Computer Games

Download or read book Biologically Inspired Artificial Intelligence for Computer Games written by Charles, Darryl and published by IGI Global. This book was released on 2007-11-30 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book examines modern artificial intelligence to display how it may be applied to computer games. It spans the divide that exists between the academic research community working with advanced artificial intelligence and the games programming community which must create and release new and interesting games, creating an invaluable collection supporting both technological research and the gaming industry"--Provided by publisher.

Book Computational Intelligence in Games

Download or read book Computational Intelligence in Games written by Norio Baba and published by Physica. This book was released on 2012-08-11 with total page 172 pages. Available in PDF, EPUB and Kindle. Book excerpt: The most powerful computers in the world are not only used for scientific research, defence, and business, but also in game playing. Computer games are a multi-billion dollar industry. Recent advances in computational intelligence paradigms have generated tremendous interest among researchers in the theory and implementation of games. Game theory is a branch of operational research dealing with decision theory in a competitive situation. Game theory involves the mathematical calculations and heuristics to optimize the efficient lines of play. This book presents a sample of the most recent research on the application of computational intelligence techniques in games. This book contains 7 chapters. The first chapter, by Chen, Fanelli, Castellano, and Jain, is an introduction to computational intelligence paradigms. It presents the basics of the main constituents of compu tational intelligence paradigms including knowledge representation, probability-based approaches, fuzzy logic, neural networks, genetic algorithms, and rough sets. In the second chapter, Chellapilla and Fogel present the evolution of a neural network to play checkers without human expertise. This chapter focuses on the use of a population of neural networks, where each network serves as an evaluation function to describe the quality of the current board position. After only a little more than 800 generations, the evolutionary process has generated a neural network that can play checkers at the expert level as designated by the u.s. Chess Federation rating system. The program developed by the authors has also competed well against commercially available software.

Book AI for Game Developers

    Book Details:
  • Author : David M Bourg
  • Publisher : "O'Reilly Media, Inc."
  • Release : 2004-07-23
  • ISBN : 1449333109
  • Pages : 392 pages

Download or read book AI for Game Developers written by David M Bourg and published by "O'Reilly Media, Inc.". This book was released on 2004-07-23 with total page 392 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written for the novice AI programmer, this text introduces the reader to techniques such as finite state machines, fuzzy logic, neural networks and many others in an easy-to-understand language, supported with code samples throughout the text.

Book Procedural Content Generation in Games

Download or read book Procedural Content Generation in Games written by Noor Shaker and published by Springer. This book was released on 2016-10-18 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Learning to Play

    Book Details:
  • Author : Aske Plaat
  • Publisher : Springer Nature
  • Release : 2020-12-23
  • ISBN : 3030592383
  • Pages : 330 pages

Download or read book Learning to Play written by Aske Plaat and published by Springer Nature. This book was released on 2020-12-23 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this textbook the author takes as inspiration recent breakthroughs in game playing to explain how and why deep reinforcement learning works. In particular he shows why two-person games of tactics and strategy fascinate scientists, programmers, and game enthusiasts and unite them in a common goal: to create artificial intelligence (AI). After an introduction to the core concepts, environment, and communities of intelligence and games, the book is organized into chapters on reinforcement learning, heuristic planning, adaptive sampling, function approximation, and self-play. The author takes a hands-on approach throughout, with Python code examples and exercises that help the reader understand how AI learns to play. He also supports the main text with detailed pointers to online machine learning frameworks, technical details for AlphaGo, notes on how to play and program Go and chess, and a comprehensive bibliography. The content is class-tested and suitable for advanced undergraduate and graduate courses on artificial intelligence and games. It's also appropriate for self-study by professionals engaged with applications of machine learning and with games development. Finally it's valuable for any reader engaged with the philosophical implications of artificial and general intelligence, games represent a modern Turing test of the power and limitations of AI.

Book Advanced Intelligent Paradigms in Computer Games

Download or read book Advanced Intelligent Paradigms in Computer Games written by Norio Baba and published by Springer. This book was released on 2007-06-26 with total page 202 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores all the latest research in the area of advanced intelligent paradigms in computer games. It presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. The contents include: COMMONS GAME in intelligent environment; adaptive generation of dilemma-based interactive narratives; computational intelligence in racing games; evolutionary algorithms for board game players with domain knowledge; electronic market games; EVE’s entropy; and capturing player enjoyment in computer games.

Book On the Design of Game Playing Agents

Download or read book On the Design of Game Playing Agents written by Eun-Youn Kim and published by Springer Nature. This book was released on 2022-06-01 with total page 172 pages. Available in PDF, EPUB and Kindle. Book excerpt: Evolving agents to play games is a promising technology. It can provide entertaining opponents for games like Chess or Checkers, matched to a human opponent as an alternative to the perfect and unbeatable opponents embodied by current artifical intelligences. Evolved agents also permit us to explore the strategy space of mathematical games like Prisoner's Dilemma and Rock-Paper-Scissors. This book summarizes, explores, and extends recent work showing that there are many unsuspected factors that must be controlled in order to create a plausible or useful set of agents for modeling cooperation and conflict, deal making, or other social behaviors. The book also provides a proposal for an agent training protocol that is intended as a step toward being able to train humaniform agents—in other words, agents that plausibly model human behavior.

Book Deep Learning and the Game of Go

Download or read book Deep Learning and the Game of Go written by Kevin Ferguson and published by Simon and Schuster. This book was released on 2019-01-06 with total page 611 pages. Available in PDF, EPUB and Kindle. Book excerpt: Summary Deep Learning and the Game of Go teaches you how to apply the power of deep learning to complex reasoning tasks by building a Go-playing AI. After exposing you to the foundations of machine and deep learning, you'll use Python to build a bot and then teach it the rules of the game. Foreword by Thore Graepel, DeepMind Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Technology The ancient strategy game of Go is an incredible case study for AI. In 2016, a deep learning-based system shocked the Go world by defeating a world champion. Shortly after that, the upgraded AlphaGo Zero crushed the original bot by using deep reinforcement learning to master the game. Now, you can learn those same deep learning techniques by building your own Go bot! About the Book Deep Learning and the Game of Go introduces deep learning by teaching you to build a Go-winning bot. As you progress, you'll apply increasingly complex training techniques and strategies using the Python deep learning library Keras. You'll enjoy watching your bot master the game of Go, and along the way, you'll discover how to apply your new deep learning skills to a wide range of other scenarios! What's inside Build and teach a self-improving game AI Enhance classical game AI systems with deep learning Implement neural networks for deep learning About the Reader All you need are basic Python skills and high school-level math. No deep learning experience required. About the Author Max Pumperla and Kevin Ferguson are experienced deep learning specialists skilled in distributed systems and data science. Together, Max and Kevin built the open source bot BetaGo. Table of Contents PART 1 - FOUNDATIONS Toward deep learning: a machine-learning introduction Go as a machine-learning problem Implementing your first Go bot PART 2 - MACHINE LEARNING AND GAME AI Playing games with tree search Getting started with neural networks Designing a neural network for Go data Learning from data: a deep-learning bot Deploying bots in the wild Learning by practice: reinforcement learning Reinforcement learning with policy gradients Reinforcement learning with value methods Reinforcement learning with actor-critic methods PART 3 - GREATER THAN THE SUM OF ITS PARTS AlphaGo: Bringing it all together AlphaGo Zero: Integrating tree search with reinforcement learning

Book AI for Games  Third Edition

    Book Details:
  • Author : Ian Millington
  • Publisher : CRC Press
  • Release : 2019-03-18
  • ISBN : 1351053280
  • Pages : 1050 pages

Download or read book AI for Games Third Edition written by Ian Millington and published by CRC Press. This book was released on 2019-03-18 with total page 1050 pages. Available in PDF, EPUB and Kindle. Book excerpt: AI is an integral part of every video game. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. Key Features A comprehensive professional tutorial and reference to implement true AI in games Includes new exercises so readers can test their comprehension and understanding of the concepts and practices presented Revised and updated to cover new techniques and advances in AI Walks the reader through the entire game AI development process

Book Artificial Intelligence   Games

Download or read book Artificial Intelligence Games written by Georgi Togeli and published by A G Printing & Publishing. This book was released on 2024-09-03 with total page 390 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 importance of an agent’s health being low in this particular context. Given the set of all utilities available to an agent and all the options it has, utility-based AI decides which is the most important option it should consider at this moment [426]. The utility-based approach is grounded in the utility theory of economics and is based on utility function design. The approach is similar to the design of membership functions in a fuzzy set. A utility can measure anything from observable objective data (e.g., enemy health) to subjective notions such as emotions, mood and threat. The various utilities about possible actions or decisions can be aggregated into linear or non-linear formulas and guide the agent to take decisions based on the aggregated utility. The utility values can be checked every n frames of the game. So while FSMs and BTs would examine one decision at a time, utility-based AI architectures