000 | 04151nam a22006255i 4500 | ||
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001 | 978-3-031-02122-0 | ||
003 | DE-He213 | ||
005 | 20240730164240.0 | ||
007 | cr nn 008mamaa | ||
008 | 220601s2020 sz | s |||| 0|eng d | ||
020 |
_a9783031021220 _9978-3-031-02122-0 |
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024 | 7 |
_a10.1007/978-3-031-02122-0 _2doi |
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100 | 1 |
_aLiébana, Diego Pérez. _eauthor. _4aut _4http://id.loc.gov/vocabulary/relators/aut _983292 |
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245 | 1 | 0 |
_aGeneral Video Game Artificial Intelligence _h[electronic resource] / _cby Diego Pérez Liébana, Simon M. Lucas, Raluca D. Gaina, Julian Togelius, Ahmed Khalifa, Jialin Liu. |
250 | _a1st ed. 2020. | ||
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2020. |
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300 |
_aXIV, 177 p. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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_acomputer _bc _2rdamedia |
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_aonline resource _bcr _2rdacarrier |
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_atext file _bPDF _2rda |
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490 | 1 |
_aSynthesis Lectures on Games and Computational Intelligence, _x2573-6493 |
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505 | 0 | _aPreface -- Acknowledgments -- Introduction -- VGDL and the GVGAI Framework -- Planning in GVGAI -- Frontiers of GVGAI Planning -- Learning in GVGAI -- Procedural Content Generation in GVGAI -- Automatic General Game Tuning -- GVGAI without VGDL -- GVGAI: What's Next? -- Bibliography -- Authors' Biographies. | |
520 | _aResearch 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 duringthese 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. | ||
650 | 0 |
_aMathematics. _911584 |
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_aEngineering. _99405 |
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650 | 0 |
_aComputational intelligence. _97716 |
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650 | 0 |
_aPopular Culture. _978660 |
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650 | 0 |
_aArtificial intelligence. _93407 |
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650 | 1 | 4 |
_aMathematics. _911584 |
650 | 2 | 4 |
_aTechnology and Engineering. _983299 |
650 | 2 | 4 |
_aComputational Intelligence. _97716 |
650 | 2 | 4 |
_aPopular Culture. _978660 |
650 | 2 | 4 |
_aArtificial Intelligence. _93407 |
700 | 1 |
_aLucas, Simon M. _eauthor. _4aut _4http://id.loc.gov/vocabulary/relators/aut _983302 |
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700 | 1 |
_aGaina, Raluca D. _eauthor. _4aut _4http://id.loc.gov/vocabulary/relators/aut _983303 |
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700 | 1 |
_aTogelius, Julian. _eauthor. _4aut _4http://id.loc.gov/vocabulary/relators/aut _983304 |
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700 | 1 |
_aKhalifa, Ahmed. _eauthor. _4aut _4http://id.loc.gov/vocabulary/relators/aut _983305 |
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700 | 1 |
_aLiu, Jialin. _eauthor. _4aut _4http://id.loc.gov/vocabulary/relators/aut _983306 |
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710 | 2 |
_aSpringerLink (Online service) _983307 |
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773 | 0 | _tSpringer Nature eBook | |
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_iPrinted edition: _z9783031001710 |
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_iPrinted edition: _z9783031009945 |
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_iPrinted edition: _z9783031032509 |
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_aSynthesis Lectures on Games and Computational Intelligence, _x2573-6493 _983308 |
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856 | 4 | 0 | _uhttps://doi.org/10.1007/978-3-031-02122-0 |
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