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020 _a9783031021220
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024 7 _a10.1007/978-3-031-02122-0
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072 7 _aMAT000000
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082 0 4 _a510
_223
100 1 _aLiébana, Diego Pérez.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_983292
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.
300 _aXIV, 177 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
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_2rdacarrier
347 _atext file
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490 1 _aSynthesis Lectures on Games and Computational Intelligence,
_x2573-6493
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
650 0 _aEngineering.
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650 0 _aComputational intelligence.
_97716
650 0 _aPopular Culture.
_978660
650 0 _aArtificial intelligence.
_93407
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
700 1 _aGaina, Raluca D.
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_4http://id.loc.gov/vocabulary/relators/aut
_983303
700 1 _aTogelius, Julian.
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_4http://id.loc.gov/vocabulary/relators/aut
_983304
700 1 _aKhalifa, Ahmed.
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_4http://id.loc.gov/vocabulary/relators/aut
_983305
700 1 _aLiu, Jialin.
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_4http://id.loc.gov/vocabulary/relators/aut
_983306
710 2 _aSpringerLink (Online service)
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773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783031001710
776 0 8 _iPrinted edition:
_z9783031009945
776 0 8 _iPrinted edition:
_z9783031032509
830 0 _aSynthesis Lectures on Games and Computational Intelligence,
_x2573-6493
_983308
856 4 0 _uhttps://doi.org/10.1007/978-3-031-02122-0
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