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  1. Artificial intelligence and games
    Published: [2018]
    Publisher:  Springer, Cham ; ProQuest Ebook Central, [Ann Arbor]

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319635194
    Subjects: Computer science; User interfaces (Computer systems); Artificial intelligence; Application software; Computational intelligence
    Scope: 1 Online-Ressource (xxii, 337 Seiten), Illustrationen, Diagramme
    Notes:

    Literaturverzeichnis: Seite 293-329

  2. Computer games
    5th Workshop on Computer Games, CGW 2016, and 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, New York, USA, July 9-10, 2016 : revised selected papers
    Contributor: Cazenave, Tristan (HerausgeberIn); Winands, Mark H. M. (HerausgeberIn); Edelkamp, Stefan (HerausgeberIn); Schiffel, Stephan (HerausgeberIn); Thielscher, Michael (HerausgeberIn); Togelius, Julian (HerausgeberIn)
    Published: [2017]
    Publisher:  Springer, Cham

    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    RS 7445(705)
    No loan of volumes, only paper copies will be sent
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    Source: Union catalogues
    Contributor: Cazenave, Tristan (HerausgeberIn); Winands, Mark H. M. (HerausgeberIn); Edelkamp, Stefan (HerausgeberIn); Schiffel, Stephan (HerausgeberIn); Thielscher, Michael (HerausgeberIn); Togelius, Julian (HerausgeberIn)
    Language: English
    Media type: Conference proceedings
    Format: Print
    ISBN: 9783319579689; 3319579681
    Other identifier:
    9783319579689
    Corporations / Congresses: Workshop on Computer Games, 5. (2016, New York, NY)
    Series: Communications in computer and information science ; 705
    Subjects: Computerspiel;
    Scope: xii, 177 Seiten, Illustrationen, 23.5 cm x 15.5 cm
  3. Artificial intelligence and games
    Published: [2018]; © 2018
    Publisher:  Springer International Publishing, Cham

    Universitätsbibliothek der RPTU in Kaiserslautern
    EIT 771/006
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    Hochschule Rhein-Waal, Zweigbibliothek Kamp-Lintfort
    10/TVU 109
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    TXV1990
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    TXV1990
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    KNZS6724
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    Source: Union catalogues
    Language: English
    Media type: Book
    Subjects: Künstliche Intelligenz; Computerspiel
    Scope: xxii, 337 Seiten, Illustrationen
  4. Playing smart
    on games, intelligence, and artificial intelligence
    Published: [2018]; © 2018
    Publisher:  The MIT Press, Cambridge, Massachusetts ; London, England

    Technische Hochschule Köln, Hochschulbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262350143
    RVK Categories: MR 6300 ; SU 500 ; CP 4100
    Series: Playful thinking
    Subjects: Denken; Computerspiel; Künstliche Intelligenz; Intelligenz
    Other subjects: Denken; Künstliche Intelligenz; Intelligenz; Computerspiel
    Scope: 1 Online-Ressource (xvii, 168 Seiten), Illustrationen
    Notes:

    Includes bibliographical references and index

  5. Procedural content generation in games
    Published: [2016]; © 2016
    Publisher:  Springer, Cham, Switzerland

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
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    Universitätsbibliothek Regensburg
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9783319427140; 3319427148
    Other identifier:
    9783319427140
    RVK Categories: ST 324
    Series: Computational synthesis and creative systems
    Subjects: Prozedurale Generierung; Computerspiel
    Scope: xvi, 237 Seiten, Illustrationen
  6. Procedural content generation in games
    Published: [2016]
    Publisher:  Springer, [Cham]

    Technische Hochschule Augsburg
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    Universitätsbibliothek Bamberg
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  7. Artificial intelligence and games
    Published: [2018]
    Publisher:  Springer, Cham, Switzerland

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Universitätsbibliothek Augsburg
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9783319635187
    Other identifier:
    9783319635187
    RVK Categories: ST 300 ; ST 324
    DDC Categories: 004
    Subjects: Computerspiel; Künstliche Intelligenz
    Other subjects: UYQ; UMK; UYQ; Machine learning; Games; Digital games; Content generation; Game worlds; UYQ
    Scope: xxii, 337 Seiten, Illustrationen, 23.5 cm x 15.5 cm
  8. General video game artificial intelligence
    Published: [2020]; © 2020
    Publisher:  Morgan & Claypool, San Rafael, California

    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... more

    Universitätsbibliothek Regensburg
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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

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781681736457
    Other identifier:
    RVK Categories: AP 15963 ; ST 324
    Series: Synthesis lectures on games and computational intelligence ; #5
    Subjects: Computer games; Artificial intelligence; Video games; Künstliche Intelligenz; Computerspiel
    Scope: 1 Online-Resource (xiii, 177 Seiten), Illustrationen
    Notes:

    Part of: Synthesis digital library of engineering and computer science

  9. Playing smart
    on games, intelligence, and artificial intelligence
    Published: [2018]
    Publisher:  The MIT Press, Cambridge, Massachusetts ; London, England

    Universitätsbibliothek Bayreuth
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    Zentralinstitut für Kunstgeschichte, Bibliothek
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780262039031
    RVK Categories: AP 15963
    Series: Playful thinking
    Subjects: Video games; Video games; Intellect; Thought and thinking; Artificial intelligence; Videospiel; Intelligenz; Computerspiel; Denken; Künstliche Intelligenz
    Scope: xvii, 168 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

  10. Artificial intelligence and games
    Published: [2018]
    Publisher:  Springer, Cham

    Technische Hochschule Augsburg
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  11. Playing smart
    on games, intelligence, and artificial intelligence
    Published: [2018]
    Publisher:  The MIT Press, Cambridge, Massachusetts ; London, England

    THD - Technische Hochschule Deggendorf, Hochschulbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262350143
    RVK Categories: MR 6300 ; SU 500 ; CP 4100 ; AP 15963
    Series: Playful thinking
    Subjects: Video games; Video games; Intellect; Thought and thinking; Artificial intelligence; Künstliche Intelligenz; Computerspiel; Denken; Intelligenz; Videospiel
    Scope: 1 Online-Ressource (xvii, 168 Seiten), Illustrationen
    Notes:

    Includes bibliographical references and index

  12. General video game artificial intelligence
    Published: [2020]
    Publisher:  Morgan & Claypool Publishers, [San Rafael, California]

    Universitätsbibliothek Passau
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    Universitätsbibliothek Regensburg
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781681736440; 9781681736464
    RVK Categories: AP 15963 ; ST 324
    Series: Synthesis lectures on games and computational intelligence ; 5
    Subjects: Computerspiel; Künstliche Intelligenz
    Scope: xiii, 177 Seiten, Illustrationen, Diagramme
  13. Playing smart
    on games, intelligence, and artificial intelligence
    Published: [2018]; © 2018
    Publisher:  The MIT Press, Cambridge, Massachusetts

    Technische Hochschule Köln, Hochschulbibliothek
    No inter-library loan
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262350143
    RVK Categories: MR 6300 ; SU 500 ; CP 4100
    Series: Playful thinking
    Subjects: Denken; Künstliche Intelligenz; Intelligenz; Computerspiel
    Scope: 1 Online-Ressource (xvii, 168 Seiten), Illustrationen
    Notes:

    Includes bibliographical references and index

  14. Procedural content generation in games
    Published: [2016]; © 2016
    Publisher:  Springer, Cham, Switzerland

    Universitätsbibliothek der RWTH Aachen
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9783319427140; 9783319427164; 3319427148
    Other identifier:
    9783319427140
    RVK Categories: ST 324
    Series: Computational synthesis and creative systems
    Subjects: Computerspiel; Prozedurale Generierung
    Scope: xvi, 237 Seiten, Illustrationen
  15. Playing smart
    on games, intelligence and Artificial Intelligence
    Published: [2018]; © 2018
    Publisher:  The MIT Press, Cambridge, Massachusetts

    In the beginning of AI, there were games -- Do you need to be intelligent to play games? -- What is (Artificial) Intelligence? -- Do video games have Artificial Intelligence? -- Growing a mind and learning to play -- Do games learn from you when you... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    10 A 56313
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    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
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    Commerzbibliothek der Handelskammer Hamburg
    2019/065
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    G TOG 54191
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    HAWK Hochschule für angewandte Wissenschaft und Kunst Hildesheim/Holzminden/Göttingen, Bibliothek, Elektronische Ressourcen
    EDV 6100/8
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    Hochschule für Gestaltung, Bibliothek
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    UB Weimar
    Mag Lb 5650
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    In the beginning of AI, there were games -- Do you need to be intelligent to play games? -- What is (Artificial) Intelligence? -- Do video games have Artificial Intelligence? -- Growing a mind and learning to play -- Do games learn from you when you play them? -- Automating creativity -- Designing for AI -- General intelligence and games in general -- Synthesis

     

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    cover (Cover)
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262039031
    RVK Categories: SU 500
    Series: Playful thinking
    Subjects: Video games; Video games; Intellect; Thought and thinking; Artificial intelligence; Artificial intelligence; Intellect; Thought and thinking; Video games
    Scope: xvii, 168 Seiten, Illustrationen, 9 x 211 x 21
    Notes:

    Includes bibliographical references and index

  16. Artificial intelligence and games
    Published: [2018]; © 2018
    Publisher:  Springer International Publishing, Cham

    Universitätsbibliothek der RPTU in Kaiserslautern
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9783319635187
    Subjects: Künstliche Intelligenz; Computerspiel
    Scope: xxii, 337 Seiten, Illustrationen
  17. Artificial intelligence and games
    Published: [2018]; © 2018
    Publisher:  Springer, Cham, Switzerland

    Staats- und Universitätsbibliothek Bremen
    a inf 710 spi/492
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    Technische Universität Bergakademie Freiberg, Bibliothek 'Georgius Agricola'
    18.4026 8.
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    CSC 721 : Y05
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    CSK 54581
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    cover (Cover)
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9783319635187
    RVK Categories: ST 300 ; SU 500
    Subjects: Künstliche Intelligenz; Computerspiel; ; Künstliche Intelligenz; Computerspiel;
    Scope: xxii, 337 Seiten, Illustrationen, Diagramme
    Notes:

    Literaturverzeichnis: Seite 293-329

  18. Procedural content generation in games
    Published: [2016]
    Publisher:  Springer, [Cham]

    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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  19. Procedural content generation in games
    Published: [2016]; © 2016
    Publisher:  Springer, Cham, Switzerland

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9783319427140; 3319427148
    Other identifier:
    9783319427140
    RVK Categories: ST 324
    Series: Computational synthesis and creative systems
    Subjects: Prozedurale Generierung; Computerspiel
    Scope: xvi, 237 Seiten, Illustrationen
  20. Artificial intelligence and games
    Published: [2018]
    Publisher:  Springer, Cham

    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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    Max-Planck-Institut für Bildungsforschung, Bibliothek und wissenschaftliche Information
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  21. Artificial intelligence and games
    Published: [2018]
    Publisher:  Springer, Cham, Switzerland

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9783319635187
    Other identifier:
    9783319635187
    RVK Categories: ST 300 ; ST 324
    DDC Categories: 004
    Subjects: Computerspiel; Künstliche Intelligenz
    Other subjects: UYQ; UMK; UYQ; Machine learning; Games; Digital games; Content generation; Game worlds; UYQ
    Scope: xxii, 337 Seiten, Illustrationen, 23.5 cm x 15.5 cm
  22. Playing smart
    on games, intelligence, and artificial intelligence
    Published: [2018]; ©2018
    Publisher:  MIT Press, Cambridge, Massacusettes

    A new vision of the future of games and game design, enabled by AI. Intro -- Contents -- On Thinking Playfully -- Prologue: AI&I -- What Is This Book? -- 1 In the Beginning of AI, There Were Games -- How a Computer Plays Chess -- Advance Directly to... more

    Universität Konstanz, Kommunikations-, Informations-, Medienzentrum (KIM)
    No inter-library loan

     

    A new vision of the future of games and game design, enabled by AI. Intro -- Contents -- On Thinking Playfully -- Prologue: AI&I -- What Is This Book? -- 1 In the Beginning of AI, There Were Games -- How a Computer Plays Chess -- Advance Directly to Go -- 2 Do You Need to Be Intelligent to Play Games? -- Do You Learn When Playing Games? -- 3 What Is (Artificial) Intelligence? -- Are Humans Intelligent? -- Doing What They Do on the Discovery Channel -- Getting Less Specific -- Doing Better Than Humans -- So, What Is (Artificial) Intelligence? -- 4 Do Video Games Have Artificial Intelligence? -- Seven Seconds in the Life of Enemy 362 -- Is This Really All There Is? -- What If Video Games Had Actual AI? -- Why Is the Future Not Here Yet? -- 5 Growing a Mind and Learning to Play -- A Very Simple Idea -- A Very Small Brain -- Survival of the Fastest -- Trial and Error on Speed -- 6 Do Games Learn from You When You Play Them? -- What Would You Do? -- Who Are You in the Game? -- Who Are You Outside of the Game? -- 7 Automating Creativity -- The Random Number God -- Getting Personal -- Getting More General -- Being Creative Together -- 8 Designing for AI -- AI-Based Game Design Patterns -- 9 General Intelligence and Games in General -- General Video Game Playing -- 10 Synthesis -- Further Reading -- Notes -- Prologue: AI&I -- What Is This Book? -- Chapter 1: In the Beginning of AI, There Were Games -- Chapter 2: Do You Need to Be Intelligent to Play Games? -- Chapter 3: What Is (Artificial) Intelligence? -- Chapter 4: Do Video Games Have Artificial Intelligence? -- Chapter 5: Growing a Mind and Learning to Play -- Chapter 6: Do Games Learn from You When You Play Them? -- Chapter 7: Automating Creativity -- Chapter 8: Designing for AI -- Chapter 9: General Intelligence and Games in General -- Bibliography -- Index.

     

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    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Contributor: Juul, Jesper (MitwirkendeR); Long, Geoffrey (MitwirkendeR); Uricchio, William (MitwirkendeR); Consalvo, Mia (MitwirkendeR)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262350143
    RVK Categories: SU 500
    Series: Playful Thinking Series
    Subjects: Artificial intelligence; Intellect; Thought and thinking; Video games-Design; Video games-Psychological aspects; Electronic books; Artificial intelligence; Intellect; Thought and thinking; Video games
    Scope: 1 Online-Ressource (xvii, 168 Seiten), Illustrationen
  23. Computer Games
    5th Workshop on Computer Games, CGW 2016, and 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, Held in Conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, New York, USA, July 9-10, 2016, Revised Selected Papers
    Published: 2017
    Publisher:  Springer, Cham

    This book constitutes the refereed proceedings of the 5th Computer Games Workshop, CGW 2016, and the 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial... more

    Hochschule Aalen, Bibliothek
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    Hochschule Furtwangen University. Informatik, Technik, Wirtschaft, Medien. Campus Furtwangen, Bibliothek
    eBook Springer
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
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    This book constitutes the refereed proceedings of the 5th Computer Games Workshop, CGW 2016, and the 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, in New York, USA, in July 2016. The 12 revised full papers presented were carefully reviewed and selected from 25 submissions. The papers address all aspects of artificial intelligence and computer game playing. They discuss topics such as Monte-Carlo methods; heuristic search; board games; card games; video games; perfect and imperfect information games; puzzles and single player games; multi-player games; combinatorial game theory; applications; computational creativity; computational game theory; evaluation and analysis; game design; knowledge representation; machine learning; multi-agent systems; opponent modeling; planning

     

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    Source: Union catalogues
    Contributor: Cazenave, Tristan (Hrsg.); Winands, Mark H.M. (Hrsg.); Edelkamp, Stefan (Hrsg.); Schiffel, Stephan (Hrsg.); Thielscher, Michael (Hrsg.); Togelius, Julian (Hrsg.)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319579696
    Other identifier:
    Series: Communications in Computer and Information Science ; 705
    Array
    Array
    Subjects: Computer science; Computers; Computer science; Artificial intelligence; Personal computers; Computer Science
    Scope: Online-Ressource (XII, 179 p. 59 illus, online resource)
  24. Playing smart
    on games, intelligence, and artificial intelligence
    Published: [2018]; © 2018
    Publisher:  The MIT Press, Cambridge, Massachusetts

    In the beginning of AI, there were games -- Do you need to be intelligent to play games? -- What is (Artificial) Intelligence? -- Do video games have Artificial Intelligence? -- Growing a mind and learning to play -- Do games learn from you when you... more

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    HafenCity Universität Hamburg, Bibliothek
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    In the beginning of AI, there were games -- Do you need to be intelligent to play games? -- What is (Artificial) Intelligence? -- Do video games have Artificial Intelligence? -- Growing a mind and learning to play -- Do games learn from you when you play them? -- Automating creativity -- Designing for AI -- General intelligence and games in general -- Synthesis. Can games measure intelligence? How will artificial intelligence inform games of the future? In 'Playing Smart', Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how.0Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM's Deep Blue and DeepMind's AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. 0Game design is at heart a cognitive science, Togelius reminds us-when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play

     

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  25. Procedural content generation in games
    Published: [2016]; © 2016
    Publisher:  Springer, Cham, Switzerland

    Universitätsbibliothek der RWTH Aachen
    FNT:ST 324 0005
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9783319427140; 9783319427164; 3319427148
    Other identifier:
    9783319427140
    RVK Categories: ST 324
    Series: Computational synthesis and creative systems
    Subjects: Prozedurale Generierung; Computerspiel
    Scope: xvi, 237 Seiten, Illustrationen