General Video Game Artificial Intelligence (Record no. 85482)

000 -LEADER
fixed length control field 04151nam a22006255i 4500
001 - CONTROL NUMBER
control field 978-3-031-02122-0
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20240730164240.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 220601s2020 sz | s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9783031021220
-- 978-3-031-02122-0
082 04 - CLASSIFICATION NUMBER
Call Number 510
100 1# - AUTHOR NAME
Author Liébana, Diego Pérez.
245 10 - TITLE STATEMENT
Title General Video Game Artificial Intelligence
250 ## - EDITION STATEMENT
Edition statement 1st ed. 2020.
300 ## - PHYSICAL DESCRIPTION
Number of Pages XIV, 177 p.
490 1# - SERIES STATEMENT
Series statement Synthesis Lectures on Games and Computational Intelligence,
505 0# - FORMATTED CONTENTS NOTE
Remark 2 Preface -- Acknowledgments -- Introduction -- VGDL and the GVGAI Framework -- Planning in GVGAI -- Frontiers of GVGAI Planning -- Learning in GVGAI -- Procedural Content Generation in GVGAI -- Automatic General Game Tuning -- GVGAI without VGDL -- GVGAI: What's Next? -- Bibliography -- Authors' Biographies.
520 ## - SUMMARY, ETC.
Summary, etc 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 duringthese 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.
700 1# - AUTHOR 2
Author 2 Lucas, Simon M.
700 1# - AUTHOR 2
Author 2 Gaina, Raluca D.
700 1# - AUTHOR 2
Author 2 Togelius, Julian.
700 1# - AUTHOR 2
Author 2 Khalifa, Ahmed.
700 1# - AUTHOR 2
Author 2 Liu, Jialin.
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier https://doi.org/10.1007/978-3-031-02122-0
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type eBooks
264 #1 -
-- Cham :
-- Springer International Publishing :
-- Imprint: Springer,
-- 2020.
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-- txt
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-- computer
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-- rdamedia
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-- online resource
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-- text file
-- PDF
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650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Mathematics.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Engineering.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computational intelligence.
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-- Popular Culture.
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-- Artificial intelligence.
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-- Mathematics.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Technology and Engineering.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computational Intelligence.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Popular Culture.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Artificial Intelligence.
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE
-- 2573-6493
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