Julian Togelius – författare
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26 produkter
Playing Smart
E-bok, 2019
282 kr
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A new vision of the future of games and game design, enabled by AI. 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 …
Artificial General Intelligence
Häftad, 2024
196 kr
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How to make AI capable of general intelligence, and what such technology would mean for society. Artificial intelligence surrounds us. More and more of the systems and services you interact with every day are based on AI technology. Although some very recent AI systems are generalists to a degree, …
General Video Game Artificial Intelligence
Av Diego Pérez Liébana, Simon M. Lucas m. fl.
Häftad, 2019
606 kr
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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 …
General Video Game Artificial Intelligence
Av Jialin Liu, Ahmed Khalifa m. fl.
E-bok, 2022
815 kr
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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 …
Artificial Intelligence and Games
Av Georgios N. Yannakakis, Julian Togelius
Inbunden, 2025
677 kr
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This book covers artificial intelligence methods applied to games, both in research and game development. It is aimed at graduate students, researchers, game developers, and readers with a technical background interested in the intersection of AI and games. The book covers a range of AI methods, …
Artificial Intelligence and Games
Av Julian Togelius, Georgios N. Yannakakis
E-bok, 2025
903 kr
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This book covers artificial intelligence methods applied to games, both in research and game development. It is aimed at graduate students, researchers, game developers, and readers with a technical background interested in the intersection of AI and games. The book covers a range of AI methods, …
Computer Games
Fourth Workshop on Computer Games, CGW 2015, and the Fourth Workshop on General Intelligence in Game-Playing Agents, GIGA 2015, Held in Conjunction with the 24th International Conference on Artificial Intelligence, IJCAI 2015, Buenos Aires, Argentina, July 26-27, 2015, Revised Selected Papers
Av Tristan Cazenave, Mark H.M. Winands m. fl.
Häftad, 2016
568 kr
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This book constitutes the refereed proceedings of the Fourth Computer Games Workshop, CGW 2015, and the Fourth Workshop on General Intelligence in Game-Playing Agents, GIGA 2015, held in conjunction with the 24th International Conference on Artificial Intelligence, IJCAI 2015, Buenos Aires, …
Computer Games
Fourth Workshop on Computer Games, CGW 2015, and the Fourth Workshop on General Intelligence in Game-Playing Agents, GIGA 2015, Held in Conjunction with the 24th International Conference on Artificial Intelligence, IJCAI 2015, Buenos Aires, Argentina, July 26-27, 2015, Revised Selected Papers
Av Julian Togelius, Michael Thielscher m. fl.
E-bok, 2016
739 kr
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This book constitutes the refereed proceedings of the Fourth Computer Games Workshop, CGW 2015, and the Fourth Workshop on General Intelligence in Game-Playing Agents, GIGA 2015, held in conjunction with the 24th International Conference on Artificial Intelligence, IJCAI 2015, Buenos Aires, …
Procedural Content Generation in Games
Av Noor Shaker, Julian Togelius m. fl.
Inbunden, 2016
485 kr
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This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, …
Procedural Content Generation in Games
Av Mark J. Nelson, Julian Togelius m. fl.
E-bok, 2016
734 kr
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This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, …
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
Av Tristan Cazenave, Mark H.M. Winands m. fl.
Häftad, 2017
568 kr
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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 …
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
Av Julian Togelius, Michael Thielscher m. fl.
E-bok, 2017
739 kr
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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 …
Artificial Intelligence and Games
Av Julian Togelius, Georgios N. Yannakakis
E-bok, 2018
489 kr
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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 …
Procedural Content Generation in Games
Av Noor Shaker, Julian Togelius m. fl.
Häftad, 2018
390 kr
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This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, …
Artificial Intelligence and Games
Av Georgios N. Yannakakis, Julian Togelius
Häftad, 2019
407 kr
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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 …
Applications of Evolutionary Computation
EvoApplications 2010: EvoCOMPLEX, EvoGAMES, EvoIASP, EvoINTELLIGENCE, EvoNUM, and EvoSTOC, Istanbul, Turkey, April 7-9, 2010, Proceedings, Part I
Av Cecilia Di Chio, Stefano Cagnoni m. fl.
Häftad, 2010
1129 kr
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Evolutionary Computation (EC) techniques are e?cient, nature-inspired me- ods based on the principles of natural evolution and genetics. Due to their - ciency and simple underlying principles, these methods can be used for a diverse …
Applications of Evolutionary Computation
EvoApplications 2010: EvoCOMPLEX, EvoGAMES, EvoIASP, EvoINTELLIGENCE, EvoNUM, and EvoSTOC, Istanbul, Turkey, April 7-9, 2010, Proceedings, Part I
Av Georgios N. Yannakakis, Julian Togelius m. fl.
E-bok, 2010
1470 kr
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Evolutionary Computation (EC) techniques are e?cient, nature-inspired me- ods based on the principles of natural evolution and genetics. Due to their - ciency and simple underlying principles, these methods can be used for a diverse …
Applications of Evolutionary Computation
EvoApplications 2011: EvoCOMPLEX, EvoGAMES, EvoIASP, EvoINTELLIGENCE, EvoNUM, and EvoSTOC, Torino, Italy, April 27-29, 2011, Proceedings, Part I
Av Cecilia Di Chio, Stefano Cagnoni m. fl.
Häftad, 2011
568 kr
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This book constitutes the refereed proceedings of the International Conference on the Applications of Evolutionary Computation, EvoApplications 2011, held in Torino, Italy, in April 2011 colocated with the Evo* 2011 events. Thanks to the large number of submissions received, the proceedings for …
Applications of Evolutionary Computation
EvoApplications 2011: EvoCOMPLEX, EvoGAMES, EvoIASP, EvoINTELLIGENCE, EvoNUM, and EvoSTOC, Torino, Italy, April 27-29, 2011, Proceedings, Part I
Av Georgios N. Yannakakis, Julian Togelius m. fl.
E-bok, 2011
755 kr
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This book constitutes the refereed proceedings of the International Conference on the Applications of Evolutionary Computation, EvoApplications 2011, held in Torino, Italy, in April 2011 colocated with the Evo* 2011 events. Thanks to the large number of submissions received, the proceedings for …
Applications of Evolutionary Computation
EvoApplications 2012: EvoCOMNET, EvoCOMPLEX, EvoFIN, EvoGAMES, EvoHOT, EvoIASP, EvoNUM, EvoPAR, EvoRISK, EvoSTIM, and EvoSTOC, Málaga, Spain, April 11-13, 2012, Proceedings
Av Cecilia Di Chio, Alexandros Agapitos m. fl.
Häftad, 2012
568 kr
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This book constitutes the refereed proceedings of the International Conference on the Applications of Evolutionary Computation, EvoApplications 2012, held in Málaga, Spain, in April 2012, colocated with the Evo* 2012 events EuroGP, EvoCOP, EvoBIO, and EvoMUSART. The 54 revised full papers presented …
Applications of Evolutionary Computation
EvoApplications 2012: EvoCOMNET, EvoCOMPLEX, EvoFIN, EvoGAMES, EvoHOT, EvoIASP, EvoNUM, EvoPAR, EvoRISK, EvoSTIM, and EvoSTOC, Málaga, Spain, April 11-13, 2012, Proceedings
Av Georgios N. Yannakakis, Sima Uyar m. fl.
E-bok, 2012
755 kr
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This book constitutes the refereed proceedings of the International Conference on the Applications of Evolutionary Computation, EvoApplications 2012, held in Málaga, Spain, in April 2012, colocated with the Evo* 2012 events EuroGP, EvoCOP, EvoBIO, and EvoMUSART. The 54 revised full papers presented …
Inteligencia artificial general
La serie de conocimientos esenciales de MIT Press
E-bok, 2025
108 kr
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La inteligencia artificial es omnipresente. Cada vez más sistemas y servicios con los que interactúas a diario se basan en tecnología de IA. Aunque algunos de los últimos sistemas de IA son hasta cierto punto generalistas, la mayoría de la IA es limitadamente específica; es decir, solo puede hacer …
Playing Smart
On Games, Intelligence and Artificial Intelligence
Av Julian Togelius, Jesper Juul m. fl.
Inbunden, 2019
217 kr
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