000 04301nam a2200613 i 4500
001 8606338
003 IEEE
005 20220712204930.0
006 m o d
007 cr |n|||||||||
008 190319s2018 mau ob 001 eng d
020 _a9780262350143
_qelectronic bk.
020 _z0262350149
_qelectronic bk.
020 _z9780262039031
020 _z0262039036
035 _a(CaBNVSL)mat08606338
035 _a(IDAMS)0b000064889fe708
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aGV1469.34.P79
_bT64 2018eb
082 0 4 _a794.8
_223
100 1 _aTogelius, Julian,
_eauthor.
_925518
245 1 0 _aPlaying smart :
_bon games, intelligence and Artificial Intelligence /
_cJulian Togelius.
264 1 _aCambridge, Massachusetts :
_bMIT Press,
_c[2018]
264 2 _a[Piscataqay, New Jersey] :
_bIEEE Xplore,
_c[2018]
300 _a1 PDF (192 pages).
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
490 1 _aPlayful thinking
504 _aIncludes bibliographical references and index.
505 0 _aIn the beginning of AI, there were games -- Do you need to be intelligent to play games? -- What is (Artificial) Intelligence? -- Do video games have Artificial Intelligence? -- Growing a mind and learning to play -- Do games learn from you when you play them? -- Automating creativity -- Designing for AI -- General intelligence and games in general -- Synthesis.
506 _aRestricted to subscribers or individual electronic text purchasers.
520 8 _aCan games measure intelligence? How will artificial intelligence inform games of the future? In 'Playing Smart', Julian Togelius explores the connections between games and intelligence to offer a new vision of future games and game design. Video games already depend on AI. We use games to test AI algorithms, challenge our thinking, and better understand both natural and artificial intelligence. In the future, Togelius argues, game designers will be able to create smarter games that make us smarter in turn, applying advanced AI to help design games. In this book, he tells us how.0Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote a program for chess. Today we have IBM's Deep Blue and DeepMind's AlphaGo, and huge efforts go into developing AI that can play such arcade games as Pac-Man. Programmers continue to use games to test and develop AI, creating new benchmarks for AI while also challenging human assumptions and cognitive abilities. 0Game design is at heart a cognitive science, Togelius reminds us-when we play or design a game, we plan, think spatially, make predictions, move, and assess ourselves and our performance. By studying how we play and design games, Togelius writes, we can better understand how humans and machines think. AI can do more for game design than providing a skillful opponent. We can harness it to build game-playing and game-designing AI agents, enabling a new generation of AI-augmented games. With AI, we can explore new frontiers in learning and play.
530 _aAlso available in print.
538 _aMode of access: World Wide Web
588 0 _aPrint version record.
650 0 _aVideo games
_xPsychological aspects.
_925439
650 0 _aVideo games
_xDesign.
_94792
650 0 _aIntellect.
_925081
650 0 _aThought and thinking.
_925080
650 0 _aArtificial intelligence.
_93407
650 7 _aArtificial intelligence.
_2fast
_93407
650 7 _aIntellect.
_2fast
_925081
650 7 _aThought and thinking.
_2fast
_925080
650 7 _aVideo games
_xDesign.
_2fast
_94792
650 7 _aVideo games
_xPsychological aspects.
_2fast
_925439
655 4 _aElectronic books.
_93294
710 2 _aMIT Press,
_epublisher.
_925519
710 2 _aIEEE Xplore (Online Service),
_edistributor.
_925520
776 0 8 _iPrint version:
_aTogelius, Julian.
_tPlaying smart.
_dCambridge, MA : MIT Press, [2018]
_z9780262039031
_w(DLC) 2018010191
_w(OCoLC)1029781489
830 0 _aPlayful thinking
_924426
856 4 2 _3Abstract with links to resource
_uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=8606338
942 _cEBK
999 _c73574
_d73574