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Bøger af Julian Togelius

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  • af Julian Togelius
    198,95 kr.

    "Explores the current state of Artificial General Intelligence and what the future might hold"--

  • af Diego Perez Liebana
    615,95 kr.

    Research 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 during these 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.

  • af Julian Togelius & Georgios N. Yannakakis
    414,95 - 423,95 kr.

    This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players.

  • af Mark J. Nelson, Noor Shaker & Julian Togelius
    569,95 - 721,95 kr.

    This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content.