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  1. Playing smart
    on games, intelligence and artificial intelligence
    Erschienen: [2018]
    Verlag:  MIT Press, Cambridge, MA

    Can 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... mehr

    Zugang:
    Resolving-System (Lizenzpflichtig)
    Universitätsbibliothek Osnabrück
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    Universitätsbibliothek der Eberhard Karls Universität
    keine Fernleihe

     

    Can 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 Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, hand wrote 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.

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262350143; 0262350149
    Schriftenreihe: Playful thinking
    Schlagworte: Video games ; Psychological aspects; Video games ; Design; Intellect; Thought and thinking; Artificial intelligence; GAME STUDIES/Game Design; DIGITAL HUMANITIES & NEW MEDIA/New Media Theory; GAME STUDIES/General
    Umfang: 1 online resource.
  2. Critical play
    radical game design
    Erschienen: 2009
    Verlag:  MIT Press, Cambridge, Mass.

    An examination of subversive games-games designed for political, aesthetic, and social critique. mehr

    Zugang:
    Resolving-System (Lizenzpflichtig)
    Universitätsbibliothek Osnabrück
    keine Fernleihe
    Universitätsbibliothek der Eberhard Karls Universität
    keine Fernleihe

     

    An examination of subversive games-games designed for political, aesthetic, and social critique.

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262258760; 0262258765; 9780262258197; 0262258196
    Schlagworte: Games ; Design and construction; Games ; Sociological aspects; Art and popular culture; GAME STUDIES/Game Design; DIGITAL HUMANITIES & NEW MEDIA/New Media Art; SOCIAL SCIENCES/Media Studies
    Umfang: 1 online resource (vii, 353 pages), illustrations