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Advanced Intelligent Paradigms in Computer Games [electronic resource] / edited by Norio Baba, Hisashi Handa.

Contributor(s): Material type: TextTextSeries: Studies in Computational Intelligence ; 71Publisher: Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2007Edition: 1st ed. 2007Description: VII, 201 p. online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9783540727057
Subject(s): Additional physical formats: Printed edition:: No title; Printed edition:: No title; Printed edition:: No titleDDC classification:
  • 519
LOC classification:
  • TA329-348
  • TA640-643
Online resources:
Contents:
COMMONS GAME Made More Exciting by an Intelligent Utilization of the Two Evolutionary Algorithms -- Adaptive Generation of Dilemma-based Interactive Narratives -- Computational Intelligence in Racing Games -- Evolutionary Algorithms for Board Game Players with Domain Knowledge -- The ChessBrain Project - Massively Distributed Chess Tree Search -- Designing and Developing Electronic Market Games -- EVE's Entropy: A Formal Gauge of Fun in Games -- Capturing Player Enjoyment in Computer Games.
In: Springer Nature eBookSummary: This book presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. The contents include: COMMONS GAME in intelligent environment Adaptive generation of dilemma-based interactive narratives Computational intelligence in racing games Evolutionary algorithms for board game players with domain knowledge The ChessBrain project Electronic market games EVE's entropy Capturing player enjoyment in computer games This book is directed to researchers, practicing engineers/scientists and students.
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Holdings
Item type Home library Collection Call number Status Date due Barcode Item holds
E-Book E-Book Biblioteca Digital Colección SPRINGER 519 (Browse shelf(Opens below)) Not For Loan
Total holds: 0

COMMONS GAME Made More Exciting by an Intelligent Utilization of the Two Evolutionary Algorithms -- Adaptive Generation of Dilemma-based Interactive Narratives -- Computational Intelligence in Racing Games -- Evolutionary Algorithms for Board Game Players with Domain Knowledge -- The ChessBrain Project - Massively Distributed Chess Tree Search -- Designing and Developing Electronic Market Games -- EVE's Entropy: A Formal Gauge of Fun in Games -- Capturing Player Enjoyment in Computer Games.

This book presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. The contents include: COMMONS GAME in intelligent environment Adaptive generation of dilemma-based interactive narratives Computational intelligence in racing games Evolutionary algorithms for board game players with domain knowledge The ChessBrain project Electronic market games EVE's entropy Capturing player enjoyment in computer games This book is directed to researchers, practicing engineers/scientists and students.

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