Synthesis Lectures on Games and Computational Intelligence - Böcker
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8 produkter
8 produkter
263 kr
Skickas inom 5-8 vardagar
This book is a formalization of collected notes from an introductory game theory course taught at Queen's University. Classical games, like the Prisoner's Dilemma and the Lady and the Tiger, are joined by a procedure for transforming mathematical games into card games.
536 kr
Skickas inom 10-15 vardagar
Evolving agents to play games is a promising technology. The book also provides a proposal for an agent training protocol that is intended as a step toward being able to train humaniform agents—in other words, agents that plausibly model human behavior.
536 kr
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Automatic content generation is the production of content for games, web pages, or other purposes by procedural means. Search-based automatic content generation employs search-based algorithms to accomplish automatic content generation. This book presents a number of different techniques for search-based automatic content generation where the search algorithm is an evolutionary algorithm. The chapters treat puzzle design, the creation of small maps or mazes, the use of L-systems and a generalization of L-system to create terrain maps, the use of cellular automata to create maps, and, finally, the decomposition of the design problem for large, complex maps culminating in the creation of a map for a fantasy game module with designersupplied content and tactical features.The evolutionary algorithms used for the different types of content are generic and similar, with the exception of the novel sparse initialization technique are presented in Chapter 2. The points where the content generation systems vary are in the design of their fitness functions and in the way the space of objects being searched is represented. A large variety of different fitness functions are designed and explained, and similarly radically different representations are applied to the design of digital objects all of which are, essentially, maps for use in games.
On the Study of Human Cooperation via Computer Simulation
Why Existing Computer Models Fail to Tell Us Much of Anything
Häftad, Engelska, 2019
567 kr
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A basic introduction to game theory is provided with an emphasis on the prisoner's dilemma, the most widely studied social dilemma game.
588 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.
263 kr
Skickas inom 5-8 vardagar
The book details topics to reflect on possible emotional outcomes of the player at the early stages of game design as well as the methodology for presenting questions to players in such a way as to elicit authentic feedback.This book is intended mainly for game designers, researchers, and developers.
660 kr
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This book surveys current and future approaches to generating video game content with machine learning or Procedural Content Generation via Machine Learning (PCGML). PCGML addresses the use of computers to generate new types of content for video games (game levels, quests, characters, etc.) by learning from existing content.
443 kr
Skickas inom 7-10 vardagar
This second edition updates and expands upon the first beginner-focused guide to Procedural Content Generation via Machine Learning (PCGML), which is the use of computers to generate new types of content for video games (game levels, quests, characters, etc.) by learning from existing content.