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This book constitutes the refereed proceedings of the 4th Hellenic Conference on Artificial Intelligence, SETN 2006, held at Heraklion, Crete, Greece in May 2006. The 43 revised full papers and extended abstracts of 34 revised short papers presented together with 2 invited contributions address many areas of artificial intelligence; particular fields of interest include: logic programming, knowledge-based systems, intelligent information retrieval, machine learning, neural nets, genetic algorithms, and more.
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
As has been pointed out by several industrial game AI developers the lack of behavioral modularity across games and in-game tasks is detrimental for the development of high quality AI [605, 171]. An increasingly popular method for ad-hoc behavior authoring that eliminates the modularity limitations of FSMs and BTs is the utility-based AI approach which can be used for the design of control and decision making systems in games [425, 557]. Following this approach, instances in the game get assigned a particular utility function that gives a value for the importance of the particular instance [10, 169]. For instance, the importance of an enemy being present at a particular distance or the impor...
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Almost everyone is familiar with the name of at least one Revolutionary War battle. Some, like Lexington and Concord, Bunker Hill, Saratoga, and Yorktown are household names. Others are less well known but readily recognized when mentioned. An engagement in Connecticut during the war’s seventh year, commanded by one of history’s most infamous military names, is not among them. Matthew E. Reardon has set out to rectify that oversight with The Traitor’s Homecoming: Benedict Arnold’s Raid on New London, Connecticut, September 4–13, 1781. By 1781, the war in North America had reached a stalemate. That changed during the summer when the combined Franco-American armies of Generals George...