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Beschreibung
Book content class- and industry-tested by leading academic lecturers, researchers and game developers
Hot topic in game development and academic game research
Suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence
Book content class- and industry-tested by leading academic lecturers, researchers and game developers
Hot topic in game development and academic game research
Suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence
Über den Autor
Georgios N. Yannakakis is an Associate Professor at the Institute of Digital Games, University of Malta (UoM). He received his Ph.D. in informatics from the University of Edinburgh in 2006. He was previously an Associate Professor at the Center for Computer Games Research at the IT University of Copenhagen. His research lies at the crossroads of artificial intelligence, computational creativity, affective computing, and human-computer interaction with an emphasis on the domain of games. He has published over 200 journal and conference papers in the aforementioned fields, his research has been supported by numerous national and European grants, and it has been featured in Science Magazine and New Scientist among other publications. He is an associate editor of the IEEE Trans. on Computational Intelligence and AI in Games and was an associate editor of the IEEE Trans. on Affective Computing (2009-2016). He was the general chair of related key conferences such as IEEE CIG(Computational Intelligence and Games) and Foundations of Digital Games (FDG).

Julian Togelius is an Associate Professor in the Dept. of Computer Science and Engineering of New York University, and a codirector of the NYU Game Innovation Lab. He was previously an Associate Professor at the Center for Computer Games Research, IT University of Copenhagen. He works on all aspects of computational intelligence and games and on selected topics in evolutionary computation and evolutionary reinforcement learning. His current main research directions involve search-based procedural content generation, game adaptation through player modelling, automatic game design, and fair and relevant benchmarking of game AI through competitions. He is the Editor-in-Chief of the IEEE Transactions on Games.
Inhaltsverzeichnis

Foreword to the Second Edition.- Foreword to the First Edition.- Preface.- Acknowledgments.- Contents.- Acronyms.- Website.- 1. Introduction.- Part I. Background.- 2. AI Fundamentals.- 3. AI Methods for Games.- Part II. Play.- 4. Playing Games.- 5. Methods for Playing Games.- 6. Gameplaying AI by Game Genre.- Part III. Generate.-7. Procedural Content Generation.- 8. Methods for Generating Content.- 9. Procedural Content Generation by Content Type.- Part IV. Model.- 10. Player Modeling.- 11. From Observations to Models of Players.- 12. Player Modeling Exemplified.- Part V. The Road Ahead.- 13. Panorama and Map of Synergies.- 14. Frontiers of AI and Games Research.- 15. Ethics of AI and Games.- References.- Index.

Details
Erscheinungsjahr: 2025
Genre: Informatik, Mathematik, Medizin, Naturwissenschaften, Technik
Rubrik: Naturwissenschaften & Technik
Medium: Buch
Inhalt: xxxiii
525 S.
5 s/w Illustr.
117 farbige Illustr.
525 p. 122 illus.
117 illus. in color.
ISBN-13: 9783031833465
ISBN-10: 3031833465
Sprache: Englisch
Einband: Gebunden
Autor: Yannakakis, Georgios N.
Togelius, Julian
Auflage: Second Edition 2025
Hersteller: Springer
Springer International Publishing AG
Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, D-69121 Heidelberg, juergen.hartmann@springer.com
Maße: 241 x 160 x 34 mm
Von/Mit: Georgios N. Yannakakis (u. a.)
Erscheinungsdatum: 03.06.2025
Gewicht: 1,098 kg
Artikel-ID: 133432793

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