Search results for: computational-intelligence-in-games

Computational Intelligence and Games CIG 2012 IEEE Conference on

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Computational Intelligence in Games

Author : Norio Baba
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The most powerful computers in the world are not only used for scientific research, defence, and business, but also in game playing. Computer games are a multi-billion dollar industry. Recent advances in computational intelligence paradigms have generated tremendous interest among researchers in the theory and implementation of games. Game theory is a branch of operational research dealing with decision theory in a competitive situation. Game theory involves the mathematical calculations and heuristics to optimize the efficient lines of play. This book presents a sample of the most recent research on the application of computational intelligence techniques in games. This book contains 7 chapters. The first chapter, by Chen, Fanelli, Castellano, and Jain, is an introduction to computational intelligence paradigms. It presents the basics of the main constituents of compu tational intelligence paradigms including knowledge representation, probability-based approaches, fuzzy logic, neural networks, genetic algorithms, and rough sets. In the second chapter, Chellapilla and Fogel present the evolution of a neural network to play checkers without human expertise. This chapter focuses on the use of a population of neural networks, where each network serves as an evaluation function to describe the quality of the current board position. After only a little more than 800 generations, the evolutionary process has generated a neural network that can play checkers at the expert level as designated by the u.s. Chess Federation rating system. The program developed by the authors has also competed well against commercially available software.

Computational Intelligence and Games 2007 CIG 2007 IEEE Symposium on

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IEEE Symposium on Computational Intelligence and Games

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Artificial Intelligence and Games

Author : Georgios N. Yannakakis
File Size : 43.42 MB
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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.

2006 IEEE Symposium on Computational Intelligence and Games CIG 06 May 22 24 2006 Reno Lake Tahoe Nevada USA

Author : IEEE Symposium on Computational Intelligence and Games
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2007 Symposium on Computational Intelligence and Games Honolulu HI 1 5 April 2007

Author : IEEE Symposium on Computational Intelligence and Games
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2009 IEEE Symposium on Computational Intelligence and Games

Author : IEEE Staff
File Size : 48.90 MB
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2018 IEEE Conference on Computational Intelligence and Games CIG

Author : Cameron Browne
File Size : 62.47 MB
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Computational Intelligence Applied to Computer Games

Author : Benoit Chaperot
File Size : 69.71 MB
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General Video Game Artificial Intelligence

Author : Diego Pérez Liébana
File Size : 42.69 MB
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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 during these 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.

Computational Intelligence

Author : Juan Julián Merelo
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This book includes a selection of revised and extended versions of the best papers from the seventh International Joint Conference on Computational Intelligence (IJCCI 2015), held in Lisbon, Portugal, from 12 to 14 November 2015, which was composed of three co-located conferences: The International Conference on Evolutionary Computation Theory and Applications (ECTA), the International Conference on Fuzzy Computation Theory and Applications (FCTA), and the International Conference on Neural Computation Theory and Applications (NCTA). The book presents recent advances in scientific developments and applications in these three areas, reflecting the IJCCI’s commitment to high quality standards.

Challenges for Computational Intelligence

Author : Wlodzislaw Duch
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In recent years computational intelligence has been extended by adding many other subdisciplines and this new field requires a series of challenging problems that will give it a sense of direction in order to ensure that research efforts are not wasted. This book written by top experts in computational intelligence provides such clear directions and a much-needed focus on the most important and challenging research issues.

Computational Intelligence

Author : De-Shuang Huang
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This is the proceedings of the International Conference on Intelligent Computing, ICIC 2006, Kunming, China, August 2006. The book presents 165 revised full papers, carefully chosen and reviewed, organized in topical sections on fuzzy systems, fuzzy-neuro-evolutionary hybrids, supervised, unsupervised and reinforcement learning, intelligent agent and Web applications, intelligent fault diagnosis, natural language processing and expert systems, natural language human-machine interface using artificial neural networks, and intelligent financial engineering.

Computational Intelligence Theory and Applications

Author : Bernd Reusch
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This book constitutes the refereed proceedings of the 8th Dortmund Fuzzy Days, held in Dortmund, Germany, 2004. The Fuzzy-Days conference has established itself as an international forum for the discussion of new results in the field of Computational Intelligence. All the papers had to undergo a thorough review guaranteeing a solid quality of the programme. The papers are devoted to foundational and practical issues in fuzzy systems, neural networks, evolutionary algorithms, and machine learning and thus cover the whole range of computational intelligence.

Knowledge Free and Learning Based Methods in Intelligent Game Playing

Author : Jacek Mandziuk
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The book is focused on the developments and prospective challenging problems in the area of mind game playing (i.e. playing games that require mental skills) using Computational Intelligence (CI) methods, mainly neural networks, genetic/evolutionary programming and reinforcement learning. The majority of discussed game playing ideas were selected based on their functional similarity to human game playing. These similarities include: learning from scratch, autonomous experience-based improvement and example-based learning. The above features determine the major distinction between CI and traditional AI methods relying mostly on using effective game tree search algorithms, carefully tuned hand-crafted evaluation functions or hardware-based brute-force methods. On the other hand, it should be noted that the aim of this book is by no means to underestimate the achievements of traditional AI methods in game playing domain. On the contrary, the accomplishments of AI approaches are undisputable and speak for themselves. The goal is rather to express my belief that other alternative ways of developing mind game playing machines are possible and urgently needed.

Advances in Computational Intelligence

Author : Jing Liu
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This state-of-the-art survey offers a renewed and refreshing focus on the progress in evolutionary computation, in neural networks, and in fuzzy systems. The book presents the expertise and experiences of leading researchers spanning a diverse spectrum of computational intelligence in these areas. The result is a balanced contribution to the research area of computational intelligence that should serve the community not only as a survey and a reference, but also as an inspiration for the future advancement of the state of the art of the field. The 13 selected chapters originate from lectures and presentations given at the IEEE World Congress on Computational Intelligence, WCCI 2012, held in Brisbane, Australia, in June 2012.

Computational Intelligence for Agent based Systems

Author : Raymond S.T. Lee
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The scope of this volume is to give to the reader a wide scenario of recent works characterized by a synergistic combination of Soft Computing area with recent trends of Distributed Artificial Intelligence and Ambient Intelligence. The editors present two basic paradigms: the emergence of computational intelligence as a mature and integrated science, and the power of the agent paradigm in realizing complex and distributed environments. This book explores these emerging areas inviting well-known authors whose expertise is widely recognized.

2020 IEEE Conference on Games CoG

Author : IEEE Staff
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Albeit still keeping a strong focus on computational intelligence in games, the scope of the conference includes insights and cutting edge research related to game technologies and design, covering scientific, technical, and engineering aspects of games

New Challenges in Computational Collective Intelligence

Author : Radoslaw Katarzyniak
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Collective intelligence has become one of major research issues studied by today’s and future computer science. Computational collective intelligence is understood as this form of group intellectual activity that emerges from collaboration and compe- tion of many artificial individuals. Robotics, artificial intelligence, artificial cognition and group working try to create efficient models for collective intelligence in which it emerges from sets of actions carried out by more or less intelligent individuals. The major methodological, theoretical and practical aspects underlying computational collective intelligence are group decision making, collective action coordination, collective competition and knowledge description, transfer and integration. Obviously, the application of multiple computational technologies such as fuzzy systems, evo- tionary computation, neural systems, consensus theory, knowledge representation etc. is necessary to create new forms of computational collective intelligence and support existing ones. Three subfields of application of computational technologies to support forms of collective intelligence are of special attention to us. The first one is semantic web treated as an advanced tool that increases the collective intelligence in networking environments. The second one covers social networks modeling and analysis, where social networks are this area of in which various forms of computational collective intelligence emerges in a natural way. The third subfield relates us to agent and mul- agent systems understood as this computational and modeling paradigm which is especially tailored to capture the nature of computational collective intelligence in populations of autonomous individuals.