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Artificial intelligence and games
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Artificial intelligence and games/ by Georgios N. Yannakakis, Julian Togelius.
作者:
Yannakakis, Georgios N.
其他作者:
Togelius, Julian.
出版者:
Cham :Springer Nature Switzerland : : 2025.,
面頁冊數:
xxxiii, 525 p. :ill., digital ; : 24 cm.;
Contained By:
Springer Nature eBook
標題:
Video games - Programming. -
電子資源:
https://doi.org/10.1007/978-3-031-83347-2
ISBN:
9783031833472
Artificial intelligence and games
Yannakakis, Georgios N.
Artificial intelligence and games
[electronic resource] /by Georgios N. Yannakakis, Julian Togelius. - 2nd ed. 2025. - Cham :Springer Nature Switzerland :2025. - xxxiii, 525 p. :ill., digital ;24 cm.
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.
This second edition of the 2018 textbook captures significant developments in AI and gaming over the past 7 years, incorporating advancements in computer vision, reinforcement learning, deep learning, and the emergence of transformer-based large language models and generative AI. The book has been reorganized to provide an updated overview of AI in games, with separate sections dedicated to AI's core uses in playing and generating games, and modeling their players, along with a new chapter on ethical considerations. Aimed at readers with foundational AI knowledge, the book primarily targets three audiences: graduate or advanced undergraduate students pursuing careers in game AI, AI researchers and educators seeking teaching resources, and game programmers interested in creative AI applications. The text is complemented by a website featuring exercises, lecture slides, and additional educational materials suitable for undergraduate and graduate courses. The book is informed by decades of research and practice in the field and combines insights into game design with deep technical knowledge from the authors, who have pioneered many of the methods and approaches used in the field. The original edition has been a vital reference for game developers. I'm glad to say that the new edition is still the indispensable overview of the field. And now it is up to date with the latest developments! If you make games, you need this book. Raph Koster, CEO of Playable Worlds, author of A Theory of Fun Games and virtual environments are important testbeds for artificial intelligence, and the authors are leading experts in applying AI to games. Yann LeCun, Professor of Computer Science, New York University; Chief AI Scientist, Meta; ACM Turing Award This book is a treasure trove of past achievements in game AI, and contains clues for future game AI development. Youichiro Miyake, Lead AI Researcher, SQUARE ENIX This book is an essential resource for anyone looking to expand their understanding of AI and its use in games. This revised edition refreshes and expands on the original and adds a much needed section on AI ethics. Highly recommended. Stephen Peacock, Head of AI, Keywords Studios.
ISBN: 9783031833472
Standard No.: 10.1007/978-3-031-83347-2doiSubjects--Topical Terms:
1070586
Video games
--Programming.
LC Class. No.: GV1469.15
Dewey Class. No.: 794.8163
Artificial intelligence and games
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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.
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This second edition of the 2018 textbook captures significant developments in AI and gaming over the past 7 years, incorporating advancements in computer vision, reinforcement learning, deep learning, and the emergence of transformer-based large language models and generative AI. The book has been reorganized to provide an updated overview of AI in games, with separate sections dedicated to AI's core uses in playing and generating games, and modeling their players, along with a new chapter on ethical considerations. Aimed at readers with foundational AI knowledge, the book primarily targets three audiences: graduate or advanced undergraduate students pursuing careers in game AI, AI researchers and educators seeking teaching resources, and game programmers interested in creative AI applications. The text is complemented by a website featuring exercises, lecture slides, and additional educational materials suitable for undergraduate and graduate courses. The book is informed by decades of research and practice in the field and combines insights into game design with deep technical knowledge from the authors, who have pioneered many of the methods and approaches used in the field. The original edition has been a vital reference for game developers. I'm glad to say that the new edition is still the indispensable overview of the field. And now it is up to date with the latest developments! If you make games, you need this book. Raph Koster, CEO of Playable Worlds, author of A Theory of Fun Games and virtual environments are important testbeds for artificial intelligence, and the authors are leading experts in applying AI to games. Yann LeCun, Professor of Computer Science, New York University; Chief AI Scientist, Meta; ACM Turing Award This book is a treasure trove of past achievements in game AI, and contains clues for future game AI development. Youichiro Miyake, Lead AI Researcher, SQUARE ENIX This book is an essential resource for anyone looking to expand their understanding of AI and its use in games. This revised edition refreshes and expands on the original and adds a much needed section on AI ethics. Highly recommended. Stephen Peacock, Head of AI, Keywords Studios.
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