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Titlebook: Artificial Intelligence and Games; Georgios N. Yannakakis,Julian Togelius Textbook 2018 Springer International Publishing AG 2018 Artifici

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发表于 2025-3-21 18:10:43 | 显示全部楼层 |阅读模式
期刊全称Artificial Intelligence and Games
影响因子2023Georgios N. Yannakakis,Julian Togelius
视频video
发行地址Book content class- and industry-tested by leading academic lecturers, researchers and game developers.Hot topic in game development and academic game research.Suitable for undergraduate and graduate
图书封面Titlebook: Artificial Intelligence and Games;  Georgios N. Yannakakis,Julian Togelius Textbook 2018 Springer International Publishing AG 2018 Artifici
影响因子.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..
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AI Methodsis book. These are methods that are frequently covered in introductory AI courses—if you have taken such a course, it should have exposed you to at least half of the methods in this chapter. It should also have prepared you for easily understanding the other methods covered in this chapter.
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Game AI Panorama this field inform and interact with each other, both actually and potentially. For that purpose we first identify the main research areas and their sub-areas within the game AI field. We then view and analyze the areas from three key perspectives: (1) the dominant AI method(s) used under each area;
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Enterprise Innovation Driving Force,ub-areas within the game AI field. We then view and analyze the areas from three key perspectives: (1) the dominant AI method(s) used under each area; (2) the relation of each area with respect to the end (human) user; and (3) the placement of each area within a human-computer (playergame) interaction perspective.
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https://doi.org/10.1007/978-981-97-5806-7ds to become general; generators are required to have general generative capacities across games, content types, designers and players; models of players also need to showcase general modeling abilities.
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