Artificial Intelligence Video Games
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Artificial Intelligence Video Games
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Author : Fouad Sabry
language : en
Publisher: One Billion Knowledgeable
Release Date : 2023-07-04
Artificial Intelligence Video Games written by Fouad Sabry and has been published by One Billion Knowledgeable this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-07-04 with Computers categories.
What Is Artificial Intelligence Video Games Artificial intelligence (AI) is used in video games to develop responsive, adaptive, or intelligent behaviors, primarily in non-player characters (NPCs), that are akin to the intellect of humans. Since the beginning of the video game industry in the 1950s, artificial intelligence has been an essential component of the medium. Artificial intelligence (AI) in video games is a discrete topic that is distinct from AI in academic settings. Rather than serving the purposes of machine learning or decision making, it is designed to enhance the experience of game players. The concept of artificial intelligence (AI) opponents became very popular during the golden age of arcade video games. This concept manifested itself in the form of graduated difficulty levels, distinct movement patterns, and in-game events that were reliant on the player's input. The behavior of non-player characters (NPCs) in modern games is frequently governed by tried-and-true methods such as pathfinding and decision trees. Data mining and procedural content production are two examples of AI applications that are frequently utilized in methods that are not immediately obvious to the user. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Artificial intelligence in video games Chapter 2: Artificial intelligence Chapter 3: List of artificial intelligence projects Chapter 4: Video game programmer Chapter 5: Interactive storytelling Chapter 6: Outline of video games Chapter 7: Outline of artificial intelligence Chapter 8: General game playing Chapter 9: Dynamic game difficulty balancing Chapter 10: Machine learning in video games (II) Answering the public top questions about artificial intelligence video games. (III) Real world examples for the usage of artificial intelligence video games in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of artificial intelligence video games' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of artificial intelligence video games.
Artificial Intelligence And Games
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Author : Georgios N. Yannakakis
language : en
Publisher: Springer
Release Date : 2025-06-03
Artificial Intelligence And Games written by Georgios N. Yannakakis and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-06-03 with Computers categories.
This book covers artificial intelligence methods applied to games, both in research and game development. It is aimed at graduate students, researchers, game developers, and readers with a technical background interested in the intersection of AI and games. The book covers a range of AI methods, from traditional search, planning, and optimization, to modern machine learning methods, including diffusion models and large language models. It discusses applications to playing games, generating content, and modeling players, including use cases such as level generation, game testing, intelligent non-player characters, player retention, player experience analysis, and game adaptation. It also covers the use of games, including video games, to test and benchmark AI algorithms. The book is informed by decades of research and practice in the field and combines insights into game design with deep technical knowledge from the authors, who have pioneered many of the methods and approaches used in the field. This second edition of the 2018 textbook captures significant developments in AI and gaming over the past 7 years, incorporating advancements in computer vision, reinforcement learning, deep learning, and the emergence of transformer-based large language models and generative AI. The book has been reorganized to provide an updated overview of AI in games, with separate sections dedicated to AI’s core uses in playing and generating games, and modeling their players, along with a new chapter on ethical considerations. Aimed at readers with foundational AI knowledge, the book primarily targets three audiences: graduate or advanced undergraduate students pursuing careers in game AI, AI researchers and educators seeking teaching resources, and game programmers interested in creative AI applications. The text is complemented by a website featuring exercises, lecture slides, and additional educational materials suitable for undergraduate and graduate courses.
General Video Game Artificial Intelligence
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Author : Diego Pérez Liébana
language : en
Publisher: Springer Nature
Release Date : 2022-05-31
General Video Game Artificial Intelligence written by Diego Pérez Liébana and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-05-31 with Mathematics categories.
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 duringthese 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.
Artificial Intelligence For Computer Games
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Author : John David Funge
language : en
Publisher: CRC Press
Release Date : 2004-07-29
Artificial Intelligence For Computer Games written by John David Funge and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004-07-29 with Computers categories.
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
Artificial Intelligence For Computer Games
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Author : Pedro Antonio González-Calero
language : en
Publisher: Springer Science & Business Media
Release Date : 2011-03-01
Artificial Intelligence For Computer Games written by Pedro Antonio González-Calero and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-03-01 with Technology & Engineering categories.
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.
Encyclopedia Of Computer Graphics And Games
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Author : Newton Lee
language : en
Publisher: Springer Nature
Release Date : 2024-01-10
Encyclopedia Of Computer Graphics And Games written by Newton Lee and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-01-10 with Computers categories.
Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA
Proceedings Of The Future Technologies Conference Ftc 2022 Volume 1
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Author : Kohei Arai
language : en
Publisher: Springer Nature
Release Date : 2022-10-12
Proceedings Of The Future Technologies Conference Ftc 2022 Volume 1 written by Kohei Arai and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-10-12 with Technology & Engineering categories.
The seventh Future Technologies Conference 2022 was organized in a hybrid mode. It received a total of 511 submissions from learned scholars, academicians, engineers, scientists and students across many countries. The papers included the wide arena of studies like Computing, Artificial Intelligence, Machine Vision, Ambient Intelligence and Security and their jaw- breaking application to the real world. After a double-blind peer review process 177 submissions have been selected to be included in these proceedings. One of the prominent contributions of this conference is the confluence of distinguished researchers who not only enthralled us by their priceless studies but also paved way for future area of research. The papers provide amicable solutions to many vexing problems across diverse fields. They also are a window to the future world which is completely governed by technology and its multiple applications. We hope that the readers find this volume interesting and inspiring and render their enthusiastic support towards it.
Ai Driven Gaming
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Author : Reginald Morris
language : en
Publisher: Independently Published
Release Date : 2023-08-07
Ai Driven Gaming written by Reginald Morris and has been published by Independently Published this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-08-07 with categories.
AI-Driven Gaming: How Artificial Intelligence is Shaping Video Games is a deeply researched and meticulously crafted special report, serving as a beacon of knowledge and insight into the rapidly evolving world of AI in the gaming industry. This trek into the heart of gaming technology breaks down the in-depth topics into engaging, comprehensible pieces, taking you through the whirlwind revolution AI has sparked across the gaming landscape. Penned by Reginald Morris, a prolific writer and a profound voice in the AI-Gaming domain, this report intricately weaves together complex concepts, making them accessible to everyone - from gaming enthusiasts and tech-savvy readers to curious minds exploring the thrilling intersection of AI and video games. Unearth the origins and evolution of AI in gaming, setting the foundation for a deeper understanding. Unravel the mechanics behind AI's role in creating lifelike Non-Player Characters (NPCs). Witness how AI is redrawing the lines of what's possible through game design transformation. Explore the influence of AI on user experience, shaping the future of interactive entertainment. Reginald's candid insights, coupled with his comprehensive analysis, craft a narrative that transcends the gaming arena, providing glimpses into the future of technology and human interaction. More than a report, this narrative is an invitation to embrace and understand the changing game of life in an AI-driven world. Whether you're seeking to deepen your understanding, fuel your curiosity, or stay ahead of the trend, AI-Driven Gaming: How Artificial Intelligence is Shaping Video Games is an essential compendium. It's more than a purchase-it's an investment in future knowledge.
Proceedings Of The 2023 International Conference On Image Algorithms And Artificial Intelligence Iciaai 2023
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Author : Pushpendu Kar
language : en
Publisher: Springer Nature
Release Date : 2023-11-25
Proceedings Of The 2023 International Conference On Image Algorithms And Artificial Intelligence Iciaai 2023 written by Pushpendu Kar and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-11-25 with Computers categories.
This is an open access book. Scope of Conference 2023 International Conference on Image, Algorithms and Artificial Intelligence (ICIAAI2023), which will be held from August 11 to August 13 in Singapore provides a forum for researchers and experts in different but related fields to discuss research findings. The scope of ICIAAI 2023 covers research areas such as imaging, algorithms and artificial intelligence. Related fields of research include computer software, programming languages, software engineering, computer science applications, artificial intelligence, Intelligent data analysis, deep learning, high-performance computing, signal processing, information systems, computer graphics, computer-aided design, Computer vision, etc. The objectives of the conference are: The conference aims to provide a platform for experts, scholars, engineers and technicians engaged in the research ofimage, algorithm and artificial intelligence to share scientific research results and cutting-edge technologies. The conference will discuss the academic trends and development trends of the related research fields of image, algorithm and artificial intelligence together, carry out discussions on current hot issues, and broaden research ideas. It will be a perfect gathering to strengthen academic research and discussion, promote the development and progress of relevant research and application, and promote the development of disciplines and promote talent training.
Intelligent Technologies For Interactive Entertainment
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Author : Martin Clayton
language : en
Publisher: Springer Nature
Release Date : 2024-03-22
Intelligent Technologies For Interactive Entertainment written by Martin Clayton and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-03-22 with Computers categories.
This book constitutes the refereed proceedings of the 14th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2023 which was held in Lucca, Italy, during November 27, 2023. The 15 full papers presented in this book were selected from 56 submissions. They present novel and innovative work in areas of methods (machine learning, movement), computer-based systems (architectures, software, algorithms), and devices (digital cameras, smartphones). The papers are grouped in sessions of thematic issues on Games and Game-Based learning; Motion Capture; Sports and Competitions; and Interfaces and Applications.