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Biologically inspired artificial intelligence for computer games / Darryl Charles ... [and others].

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LIBRA Q336 .B415 2008
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Format:
Book
Contributor:
Charles, Darryl.
Louis A. Duhring Fund.
Language:
English
Subjects (All):
Artificial intelligence--Computer games.
Artificial intelligence.
Artificial intelligence--Biological applications.
Research--Computer games.
Research.
Genre:
Computer games.
Physical Description:
xiv, 262 pages : illustrations ; 27 cm
Place of Publication:
Hershey, PA : Medical Information Science Reference, [2008]
Summary:
"This book examines modern artificial intelligence to display how it may be applied to computer games. It spans the divide that exists between the academic research community working with advanced artificial intelligence and the games programming community which must create and release new and interesting games, creating an invaluable collection supporting both technological research and the gaming industry"--Provided by publisher.
Contents:
Chapter I Contemporary Video Game AI 1
The Dawn of the Computer Video Game 1
Contemporary Video Game AI 5
Biological Neural Networks 13
Artificial Neural Networks 14
Neural Networks Classification 17
Learning in Artificial Neural Networks 21
Chapter III Supervised Learning with Artificial Neural Networks 24
The Delta Rule 24
Multipayered Perceptrons 28
The Backpropagation 28
Issues in Backpropagation 31
Chapter IV Case Study: Supervised Neural Networks in Digital Games 41
Robocode 41
Chapter V Unsupervised Learning in Artificial Neural Networks 48
Unsupervised Learning 48
Hebbian Learning 49
Hebbian Learning and Information Theory 51
Anti-Hebbian Learning 59
Independent Component Analysis 61
A Case Study: Independent Component Analysis 62
Competitive Learning 68
Applications 77
Case Study: The Self-Organizing Map and Pong 77
Chapter VI Fast Learning in Neural Networks 91
Radial Basis Functions 91
Error Descent 100
Pong: A Comparative Study, MLP vs. RBF 101
Chapter VII Genetic Algorithms 105
Genetic Algorithms 106
A First Example 114
Case Study: GA and Backproagation ANN for Motocross Controllers 116
Chapter VIII Beyond the GA: Extensions and Alternatives 121
The Iterated Prisoners' Dilemma (IPD) 130
N-Persons Iterated Prisoners' Dilemma (NIPD) 132
Chapter IX Evolving Solutions for Multiobjective Problems and Hierarchical AI 139
Multiobjective Problems 140
Coevolution in Hierarchical AI for Strategy Games 141
Chapter X Artificial Immune Systems 150
The Immue System 151
Artificial Immune Systems 153
Hypermutations 156
The Immune Network 158
Agent Wars 160
Cooperating Strategies 162
Incomplete Information 164
Changing the Game 166
Duelling 167
Comparision with Gas 170
Chapter XI Ant Colony Optimisation 180
Foraging Behaviour of Ants 181
Simulating Artificial Ant Colonies with the S-ACO Algorithm 183
Improvements to the S-ACO Algorithm 188
Case Study: S-ACO and Combat 193
Chapter XII Reinforcement Learning 202
The Main Elements 203
Finding the Best Policy 205
Temporal Difference Learning 211
TD([lambda] Methods 213
Continuous State Spaces 214
Immediate Rewards 218
The Bernoulli Learner 219
The Gaussian Learner 221
Application to Games 223
Comparison with Other Methods 224
Chapter XIII Adaptivity within Games 227
Existing Approaches to Adaptivity in Games 229
Adaptive Technologies 229
Developing Adaptive Solutions 234
Emergent Gameplay 236
Chapter XIV Turing's Test and Believable AI 239
Introduction: Contemporary Game AI 239
The Popular Turing Test 240
The Real Turing Test? 242
Playing the Turing Test 243
Generalising the Turing Test 243
Measuring Believability 245
Believable Computer Players 247
Unbelievable Characters 251
The Embedded Turing Test 251.
Notes:
Includes bibliographical references and index.
Local Notes:
Acquired for the Penn Libraries with assistance from the Louis A. Duhring Fund.
ISBN:
9781591406464
1591406463
9781591406488
159140648X
OCLC:
144769295

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