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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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楼主: 极大
发表于 2025-3-23 11:51:01 | 显示全部楼层
Game AI Panoramaub-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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Frontiers of Game AI Researchds 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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Textbook 2018eraction, 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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Textbook 2018hapters 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 int
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https://doi.org/10.1007/978-3-031-64755-0This chapter is dedicated to . and the use of AI for modeling them. This area of research is often called . [782, 636]. We take player modeling to mean the detection, prediction and expression of human player characteristics that are manifested through cognitive, affective and behavioral patterns while playing games.
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https://doi.org/10.1007/978-3-031-64748-2a core technology for an increasing number of application areas. In addition to algorithmic innovations, the rapid progress in AI is often attributed to increasing computational power due to hardware advancements.
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https://doi.org/10.1007/978-3-031-64755-0ve existed since the early 1980s—in particular, the dungeon crawler . (Toy and Wichmann, 1980) and the space trading simulator . (Acornsoft, 1984) are early trailblazers—research interest in academia has really picked up within the second half of the last decade.
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