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  1. Bridging the gap between AI, cognitive science, and narratology with narrative generation
    Contributor: Ogata, Takashi (HerausgeberIn); Ono, Jumpei (HerausgeberIn)
    Published: [2021]; © 2021
    Publisher:  IGI Global, Hershey, Pennsylvania

    "This book combines traditional theories of narratology with current narrative generation practices using artificial intelligence"-- more

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    Staats- und Universitätsbibliothek Bremen
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    Universitäts- und Landesbibliothek Sachsen-Anhalt / Zentrale
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    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
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    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
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    Hochschule für Technik, Wirtschaft und Kultur Leipzig, Hochschulbibliothek
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    Universitätsbibliothek Mannheim
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    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
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    Hochschule der Medien, Bibliothek Standort Nobelstr.
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    Ostfalia Hochschule für angewandte Wissenschaften, Bibliothek
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    "This book combines traditional theories of narratology with current narrative generation practices using artificial intelligence"--

     

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    Source: Union catalogues
    Contributor: Ogata, Takashi (HerausgeberIn); Ono, Jumpei (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781799848653; 1799848655
    Other identifier:
    Series: Advances in human and social aspects of technology (AHSAT) book series
    Subjects: Rhetoric; Discourse analysis, Narrative; Cognitive science; Artificial intelligence; Rhetoric ; Data processing; Discourse analysis, Narrative ; Data processing; Artificial intelligence ; fast; Cognitive science ; fast; Cognitive science; Artificial intelligence
    Scope: 1 Online-Ressource (409 Seiten)
    Notes:

    Includes bibliographical references and index. - Description based on title screen (IGI Global, viewed 09/05/2020)

  2. 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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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
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    Technische Universität Hamburg, Universitätsbibliothek
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    Otto-von-Guericke-Universität, Universitätsbibliothek
    eBook MIT Press
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    Universitätsbibliothek Rostock
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    Universitätsbibliothek Stuttgart
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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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