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Artificial Intelligence and Games

Georgios N. Yannakakis and Julian TogeliusArtificial Intelligence and GamesJanuary 26, 2018 SpringerTo our familiesForewordIt is my great pleasure to write the foreword for this excellent and timely have long been seen as the perfect test-bed for artificial Intelligence (AI)methods, and are also becoming an increasingly important application area. GameAI is a broad field, covering everything from the challenge of making super-humanAI for difficult Games such as Go orStarCraft, to creative applications such as theautomated generation of novel AI is as old as AI itself, but over the last decade the field has seen mas-sive expansion and enrichment with the inclusion of video Games , which now com-prise more than 50% of all published work in the area and enable us to address abroader range of challenges that have great commercial, social, economic and scien-tific interest. A great surge in research output occurred in 2005, coinciding with boththe first IEEE Symposium (Conference) on Computational Intelligence and Games (CIG) which I co-chaired with Graham Kendall and the first AAAI AIIDE Con-ference (Artificial Intelligence in Digital Entertainment).

AI is a broad field, covering everything from the challenge of making super-human ... It would be an understatement to say that Artificial Intelligence (AI) is a popular topic at the moment, and it is unlikely to become any less important in the future. ... The use case for this textbook that we had in mind when writing it is for a one-

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