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Titlebook: Handbook of Digital Games and Entertainment Technologies; Ryohei Nakatsu,Matthias Rauterberg,Paolo Ciancarin Reference work 2017 Springer

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楼主: GERD847
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Monte-Carlo Tree Search in Board Gamese simulation in the tree part of MCTS, are discussed in detail. Subsequently, enhancements such as MAST, N-Grams, and evaluation function-based strategies are explained for improving the simulation outside the tree. As modern computers have nowadays multiple cores, this chapter mentions techniques t
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Physics Simulation Gamesle for conducting Artificial Intelligence research on these games and highlights the main research goals. Some of the underlying AI problems and recent advances are discussed and exemplified using a popular physics simulation game. Finally, an overview of current research in related areas is given.
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Towards Serious Games for Improved BCI for this is through the use of BCI technologies embedded into games with a purpose (GWAP). GWAP are a game-based form of crowdsourcing which players choose to play for enjoyment and during which the player performs key tasks which cannot be automated but that are required to solve research question
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Current Status of Applying Artificial Intelligence in Digital Games intelligence. The other unique AIs are “Navigation AI” which analyzes and recognizes the environment of game world and “Meta AI” which dynamically controls and changes the progress, situation, and drama of the game. These three AIs, namely, Character AI, Navigation AI, and Meta AI, cooperate with e
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Handbook of Digital Games and Entertainment Technologies
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Handbook of Digital Games and Entertainment Technologies978-981-4560-50-4
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