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Ajouter au panierPaperback. Etat : New.
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Ajouter au panierEtat : Sehr gut. Zustand: Sehr gut | Sprache: Englisch | Produktart: Bücher.
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Ajouter au panierBrand new book. Fast ship. Please provide full street address as we are not able to ship to P O box address.
EUR 37,99
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EUR 40,87
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EUR 33,48
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EUR 60,12
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Ajouter au panierEtat : New. In.
Vendeur : Pulpfiction Books, Vancouver, BC, Canada
Edition originale
EUR 21,94
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Ajouter au panierHardcover. Etat : Near Fine. 1st Edition. Near Fine hardback issued without dust jacket. A clean, attractive copy.
Edité par Springer-Verlag New York Inc, 2019
ISBN 10 : 3319875760 ISBN 13 : 9783319875767
Langue: anglais
Vendeur : Revaluation Books, Exeter, Royaume-Uni
EUR 56,14
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Ajouter au panierPaperback. Etat : Brand New. reprint edition. 364 pages. 9.25x6.10x0.83 inches. In Stock.
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Edité par Springer International Publishing AG, CH, 2025
ISBN 10 : 3031833465 ISBN 13 : 9783031833465
Langue: anglais
Vendeur : Rarewaves.com UK, London, Royaume-Uni
EUR 80,22
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Ajouter au panierHardback. Etat : New. Second Edition 2025. This book covers artificial intelligence methods applied to games, both in research and game development. It is aimed at graduate students, researchers, game developers, and readers with a technical background interested in the intersection of AI and games. The book covers a range of AI methods, from traditional search, planning, and optimization, to modern machine learning methods, including diffusion models and large language models. It discusses applications to playing games, generating content, and modeling players, including use cases such as level generation, game testing, intelligent non-player characters, player retention, player experience analysis, and game adaptation. It also covers the use of games, including video games, to test and benchmark AI algorithms. 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.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.
EUR 70,60
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Ajouter au panierHardcover. Etat : Brand New. 2nd edition. 550 pages. 9.25x6.10x9.49 inches. In Stock.
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Ajouter au panierEtat : As New. Unread book in perfect condition.
EUR 67,22
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Ajouter au panierEtat : As New. Unread book in perfect condition.
Edité par Springer Berlin Heidelberg, 2011
ISBN 10 : 3642122388 ISBN 13 : 9783642122385
Langue: anglais
Vendeur : Buchpark, Trebbin, Allemagne
Quantité disponible : 1 disponible(s)
Ajouter au panierEtat : Sehr gut. Zustand: Sehr gut | Sprache: Englisch | Produktart: Bücher.
Edité par Springer International Publishing AG, CH, 2025
ISBN 10 : 3031833465 ISBN 13 : 9783031833465
Langue: anglais
Vendeur : Rarewaves.com USA, London, LONDO, Royaume-Uni
EUR 86,64
Autre deviseQuantité disponible : 1 disponible(s)
Ajouter au panierHardback. Etat : New. Second Edition 2025. This book covers artificial intelligence methods applied to games, both in research and game development. It is aimed at graduate students, researchers, game developers, and readers with a technical background interested in the intersection of AI and games. The book covers a range of AI methods, from traditional search, planning, and optimization, to modern machine learning methods, including diffusion models and large language models. It discusses applications to playing games, generating content, and modeling players, including use cases such as level generation, game testing, intelligent non-player characters, player retention, player experience analysis, and game adaptation. It also covers the use of games, including video games, to test and benchmark AI algorithms. 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.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.
Edité par Springer, Berlin, Springer Berlin Heidelberg, Springer, 2011
ISBN 10 : 3642205240 ISBN 13 : 9783642205248
Langue: anglais
Vendeur : AHA-BUCH GmbH, Einbeck, Allemagne
EUR 78,58
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Ajouter au panierTaschenbuch. Etat : Neu. Neuware - This book constitutes the refereed proceedings of the International Conference on the Applications of Evolutionary Computation, EvoApplications 2011, held in Torino, Italy, in April 2011 colocated with the Evo\* 2011 events. Thanks to the large number of submissions received, the proceedings for EvoApplications 2011 are divided across two volumes (LNCS 6624 and 6625). The present volume contains contributions for EvoCOMPLEX, EvoGAMES, EvoIASP, EvoINTELLIGENCE, EvoNUM, and EvoSTOC. The 36 revised full papers presented were carefully reviewed and selected from numerous submissions. This volume presents an overview about the latest research in EC. Areas where evolutionary computation techniques have been applied range from telecommunication networks to complex systems, finance and economics, games, image analysis, evolutionary music and art, parameter optimization, scheduling, and logistics. These papers may provide guidelines to help new researchers tackling their own problem using EC.
Edité par Springer, Berlin, Springer Berlin Heidelberg, Springer, 2012
ISBN 10 : 3642291775 ISBN 13 : 9783642291777
Langue: anglais
Vendeur : AHA-BUCH GmbH, Einbeck, Allemagne
EUR 78,58
Autre deviseQuantité disponible : 2 disponible(s)
Ajouter au panierTaschenbuch. Etat : Neu. Neuware - This book constitutes the refereed proceedings of the International Conference on the Applications of Evolutionary Computation, EvoApplications 2012, held in Málaga, Spain, in April 2012, colocated with the Evo\* 2012 events EuroGP, EvoCOP, EvoBIO, and EvoMUSART. The 54 revised full papers presented were carefully reviewed and selected from 90 submissions. EvoApplications 2012 consisted of the following 11 tracks: EvoCOMNET (nature-inspired techniques for telecommunication networks and other parrallel and distributed systems), EvoCOMPLEX (algorithms and complex systems), EvoFIN (evolutionary and natural computation in finance and economics), EvoGAMES (bio-inspired algorithms in games), EvoHOT (bio-inspired heuristics for design automation), EvoIASP (evolutionary computation in image analysis and signal processing), EvoNUM (bio-inspired algorithms for continuous parameter optimization), EvoPAR (parallel implementation of evolutionary algorithms), EvoRISK (computational intelligence for risk management, security and defense applications), EvoSTIM (nature-inspired techniques in scheduling, planning, and timetabling), and EvoSTOC (evolutionary algorithms in stochastic and dynamic environments).