Download or read book Playing Smart written by Julian Togelius and published by MIT Press. This book was released on 2019-01-15 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: THE FUTURE OF GAME DESIGN IN THE AGE OF AI: Can games measure intelligence? And how will artificial intelligence inform games of the future? In Playing Smart, Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how. Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM’s Deep Blue and DeepMind’s AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. Game design is at heart a cognitive science, Togelius reminds us—when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.
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.
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.
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.
Download or read book Superintelligence written by Nick Bostrom and published by . This book was released on 2014 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: This profoundly ambitious and original book picks its way carefully through a vast tract of forbiddingly difficult intellectual terrain.
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
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.
Download or read book Learn to Play Chess Like a Boss written by Patrick Wolff and published by Penguin. This book was released on 2019-09-17 with total page 758 pages. Available in PDF, EPUB and Kindle. Book excerpt: Stop playing like a pawn and start playing like the king You already know just how enjoyable--and and challenging--the game of chess can be. For those who play, chess leads to a lifetime of fun. But how do you make the first move to learn the rules and transform from a pawn to a king? The path to a perfect checkmate is in your hands! In the pages of this book, you'll find an introduction to all the chess pieces including their strengths and weaknesses, tips on how to protect your pieces and prevent their capture, and guidance on when to attack and defend like a boss. You'll also find a bonus tear-out card to take your new tactics on the go!
Download or read book A Rough Ride to the Future written by James Lovelock and published by Penguin UK. This book was released on 2014-04-03 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: In A Rough Ride to the Future, James Lovelock - the great scientific visionary of our age - presents a radical vision of humanity's future as the thinking brain of our Earth-system James Lovelock, who has been hailed as 'the man who conceived the first wholly new way of looking at life on earth since Charles Darwin' (Independent) and 'the most profound scientific thinker of our time' (Literary Review) continues, in his 95th year, to be the great scientific visionary of our age. This book introduces two new Lovelockian ideas. The first is that three hundred years ago, when Thomas Newcomen invented the steam engine, he was unknowingly beginning what Lovelock calls 'accelerated evolution', a process which is bringing about change on our planet roughly a million times faster than Darwinian evolution. The second is that as part of this process, humanity has the capacity to become the intelligent part of Gaia, the self-regulating Earth system whose discovery Lovelock first announced nearly 50 years ago. In addition, Lovelock gives his reflections on how scientific advances are made, and his own remarkable life as a lone scientist. The contribution of human beings to our planet is, Lovelock contends, similar to that of the early photosynthesisers around 3.4 billion years ago, which made the Earth's atmosphere what it was until very recently. By our domination and our invention, we are now changing the atmosphere again. There is little that can be done about this, but instead of feeling guilty about it we should recognise what is happening, prepare for change, and ensure that we survive as a species so we can contribute to - perhaps even guide - the next evolution of Gaia. The road will be rough, but if we are smart enough life will continue on Earth in some form far into the future. Elected a Fellow of the Royal Society in 1974, JAMES LOVELOCK is the author of more than 200 scientific papers and the originator of the Gaia Hypothesis (now Gaia Theory). His many books on the subject include Gaia: A New Look at Life on Earth (1979), The Revenge of Gaia (2006), and The Vanishing Face of Gaia (2009). In 2003 he was made a Companion of Honour by Her Majesty the Queen, in 2005 Prospect magazine named him one of the world's top 100 public intellectuals, and in 2006 he received the Wollaston Medal, the highest Award of the UK Geological Society.
Download or read book Design in Metaverse Artificial Intelligence Game Design Style Gan2 and More written by Ismail Ergen and published by Allied Publishers. This book was released on 2022-12-29 with total page 124 pages. Available in PDF, EPUB and Kindle. Book excerpt: In a future situation known as the Metaverse, individuals will be able to enter a shared online reality that contains avatars—digital representations of both themselves and other users—through the use of advanced computing.In this book you will find the potential for graphic design in this space is enormous; as metaverse applications advance and take on more realism, graphic designers will be expected to provide intuitive, aesthetically pleasing user interfaces and user experiences. By making unique images for metaverse platforms, graphic artists may discover new ways to profit from their work in the future.
Download or read book Artificial Superintelligence written by Roman V. Yampolskiy and published by CRC Press. This book was released on 2015-06-17 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: A day does not go by without a news article reporting some amazing breakthrough in artificial intelligence (AI). Many philosophers, futurists, and AI researchers have conjectured that human-level AI will be developed in the next 20 to 200 years. If these predictions are correct, it raises new and sinister issues related to our future in the age of
Download or read book The Sentient Machine written by Amir Husain and published by Simon and Schuster. This book was released on 2017-11-21 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explores universal questions about humanity's capacity for living and thriving in the coming age of sentient machines and AI, examining debates from opposing perspectives while discussing emerging intellectual diversity and its potential role in enabling a positive life.
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).
Download or read book General Video Game Artificial Intelligence written by Diego Pérez Liébana and published by Springer Nature. This book was released on 2022-05-31 with total page 177 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.
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 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the author of "Physics for Game Developers," comes a new, non-threatening introduction to the complex subject of game programming.
Download or read book Artificial Superintelligence written by Roman V. Yampolskiy and published by MDPI. This book was released on 2020-04-30 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: Attention in the AI safety community has increasingly started to include strategic considerations of coordination between relevant actors in the field of AI and AI safety, in addition to the steadily growing work on the technical considerations of building safe AI systems. This shift has several reasons: Multiplier effects, pragmatism, and urgency. Given the benefits of coordination between those working towards safe superintelligence, this book surveys promising research in this emerging field regarding AI safety. On a meta-level, the hope is that this book can serve as a map to inform those working in the field of AI coordination about other promising efforts. While this book focuses on AI safety coordination, coordination is important to most other known existential risks (e.g., biotechnology risks), and future, human-made existential risks. Thus, while most coordination strategies in this book are specific to superintelligence, we hope that some insights yield “collateral benefits” for the reduction of other existential risks, by creating an overall civilizational framework that increases robustness, resiliency, and antifragility.
Download or read book Advances in Artificial Intelligence From Theory to Practice written by Salem Benferhat and published by Springer. This book was released on 2017-06-10 with total page 485 pages. Available in PDF, EPUB and Kindle. Book excerpt: The two-volume set LNCS 10350 and 10351 constitutes the thoroughly refereed proceedings of the 30th International Conference on Industrial, Engineering and Other Applications of Applied Intelligent Systems, IEA/AIE 2017, held in Arras, France, in June 2017. The 70 revised full papers presented together with 45 short papers and 3 invited talks were carefully reviewed and selected from 180 submissions. They are organized in topical sections: constraints, planning, and optimization; data mining and machine learning; sensors, signal processing, and data fusion; recommender systems; decision support systems; knowledge representation and reasoning; navigation, control, and autonome agents; sentiment analysis and social media; games, computer vision; and animation; uncertainty management; graphical models: from theory to applications; anomaly detection; agronomy and artificial intelligence; applications of argumentation; intelligent systems in healthcare and mhealth for health outcomes; and innovative applications of textual analysis based on AI.