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Titlebook: General Video Game Artificial Intelligence; Diego Pérez Liébana,Simon M. Lucas,Jialin Liu Book 2020 Springer Nature Switzerland AG 2020

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发表于 2025-3-21 18:09:02 | 显示全部楼层 |阅读模式
书目名称General Video Game Artificial Intelligence
编辑Diego Pérez Liébana,Simon M. Lucas,Jialin Liu
视频video
丛书名称Synthesis Lectures on Games and Computational Intelligence
图书封面Titlebook: General Video Game Artificial Intelligence;  Diego Pérez Liébana,Simon M. Lucas,Jialin Liu Book 2020 Springer Nature Switzerland AG 2020
描述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
出版日期Book 2020
版次1
doihttps://doi.org/10.1007/978-3-031-02122-0
isbn_softcover978-3-031-00994-5
isbn_ebook978-3-031-02122-0Series ISSN 2573-6485 Series E-ISSN 2573-6493
issn_series 2573-6485
copyrightSpringer Nature Switzerland AG 2020
The information of publication is updating

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Computed Tomography in Head Injuriesworld and (this can’t be overlooked) they are fun. Soon thereafter, work in games led to establishing comparison of AI performance among researchers, which subsequently took investigators and practitioners to establish competitions around them.
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https://doi.org/10.1007/978-3-642-74649-9. We have also seen how this framework has been employed in education, with higher education institutions using GVGAI for undergraduate and postgraduate assignments, final year, master and Ph.D. projects. The more technical chapters also provide a list of exercises that can serve as project ideas to take this further.
发表于 2025-3-22 09:30:48 | 显示全部楼层
Introduction,world and (this can’t be overlooked) they are fun. Soon thereafter, work in games led to establishing comparison of AI performance among researchers, which subsequently took investigators and practitioners to establish competitions around them.
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2573-6485 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 978-3-031-00994-5978-3-031-02122-0Series ISSN 2573-6485 Series E-ISSN 2573-6493
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Introduction,al AI in the domain of games. For decades, games have been used as benchmarks to perform AI research: they are fast and cheap simulations of the real world and (this can’t be overlooked) they are fun. Soon thereafter, work in games led to establishing comparison of AI performance among researchers,
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