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Advanced Intelligent Paradigms in Computer Games - Studies in Computational Intelligence 2007 edition
Norio Baba
Advanced Intelligent Paradigms in Computer Games - Studies in Computational Intelligence 2007 edition
Norio Baba
This book explores all the latest research in the area of advanced intelligent paradigms in computer games. It presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. computational intelligence in racing games;
Marc Notes: Includes bibliographical references and index.; Based on publisher-provided data. Table of Contents: COMMONS GAME Made More Exciting by an Intelligent Utilization of the Two Evolutionary Algorithms.- Adaptive Generation of Dilemma-based Interactive Narratives.- Computational Intelligence in Racing Games.- Evolutionary Algorithms for Board Game Players with Domain Knowledge.- The ChessBrain Project Massively Distributed Chess Tree Search.- Designing and Developing Electronic Market Games.- EVE's Entropy: A Formal Gauge of Fun in Games.- Capturing Player Enjoyment in Computer Games."Publisher Marketing: The evolution of technologies has greatly changed the basic structure of our industry and nature of our daily lives. Industries which did not exist several decades ago have made remarkable progress in recent years and ?ourished. One of the most typical examples is the computer game industry. This book presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. This book contains eight chapters. The ?rst chapter, by N. Baba and H. Handa, is on utilization of evolutionary algorithms to increase excitement of the COMMONS GAME. It is shown that the original COMMONS GAME which is one of the most popular environmental games has been made much more exciting by the intelligent utilization of the two evolutionary algorithms. The second chapter, by H. Barber and D. Kudenko, is on adaptive g- eration of dilemma-based interactive narratives. In this chapter, they present an interactive narrative generator that can create story lines that incorporate dilemmas to add dramatic tension. They also brie?y touch upon the pos- bility that their work could provide a useful tool for making dramatically interesting game playing possible. The third chapter, by J. Tongelius, S. M. Lucas, and R. D. Nardi, is on computational intelligence (CI) in racing games. The authors suggest that CI techniques can be used for various purposes such as controller evolution for the racing and track evolution for a pro?cient player.
Contributor Bio: Jain, Lakhmi C Jain is director/founder of the Knowledge-Based Intelligent Engineering Systems Centre, located in the Division of Information Technology, Engineering and the Envvironment. He is a fellow of the Institution of Engineers, Australia.
Media | Boeken Hardcover Book (Boek met harde rug en kaft) |
Vrijgegeven | 24 juli 2007 |
ISBN13 | 9783540727040 |
Uitgevers | Springer-Verlag Berlin and Heidelberg Gm |
Pagina's | 201 |
Afmetingen | 155 × 235 × 12 mm · 430 g |
Taal en grammatica | Frans |
Uitgever | Baba, Norio |
Uitgever | Handa, Hisashi |
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