Artificial Intelligence & Games

Artificial Intelligence & Games PDF Author: Georgi Togeli
Publisher: A G Printing & Publishing
ISBN:
Category : Computers
Languages : en
Pages : 390

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Book Description
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 importance of an agent’s health being low in this particular context. Given the set of all utilities available to an agent and all the options it has, utility-based AI decides which is the most important option it should consider at this moment [426]. The utility-based approach is grounded in the utility theory of economics and is based on utility function design. The approach is similar to the design of membership functions in a fuzzy set. A utility can measure anything from observable objective data (e.g., enemy health) to subjective notions such as emotions, mood and threat. The various utilities about possible actions or decisions can be aggregated into linear or non-linear formulas and guide the agent to take decisions based on the aggregated utility. The utility values can be checked every n frames of the game. So while FSMs and BTs would examine one decision at a time, utility-based AI architectures

Artificial Intelligence & Games

Artificial Intelligence & Games PDF Author: Georgi Togeli
Publisher: A G Printing & Publishing
ISBN:
Category : Computers
Languages : en
Pages : 390

Get Book Here

Book Description
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 importance of an agent’s health being low in this particular context. Given the set of all utilities available to an agent and all the options it has, utility-based AI decides which is the most important option it should consider at this moment [426]. The utility-based approach is grounded in the utility theory of economics and is based on utility function design. The approach is similar to the design of membership functions in a fuzzy set. A utility can measure anything from observable objective data (e.g., enemy health) to subjective notions such as emotions, mood and threat. The various utilities about possible actions or decisions can be aggregated into linear or non-linear formulas and guide the agent to take decisions based on the aggregated utility. The utility values can be checked every n frames of the game. So while FSMs and BTs would examine one decision at a time, utility-based AI architectures

Room on Our Rock

Room on Our Rock PDF Author: Kate Temple
Publisher: Scholastic Press
ISBN: 9781760664299
Category :
Languages : en
Pages : 32

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Book Description
Two seals are perched on a rock. When others need shelter, do they share it? Room on Our Rock celebrates the truth that there are two sides to every story. This clever picture book has one story that can be read two different ways. When read from front to back, the seals believe there is definitely no room on their rock for others. But when the book is read from back to front, the seals welcome others to shelter on their rock. A heartwarming story about sharing and compassion.

Games

Games PDF Author: C. Thi Nguyen
Publisher:
ISBN: 0190052082
Category : Games & Activities
Languages : en
Pages : 253

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Book Description
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.

Making Great Games

Making Great Games PDF Author: Michael Wyman
Publisher: CRC Press
ISBN: 1136132384
Category : Computers
Languages : en
Pages : 225

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Book Description
Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of Goo), casual game classics (Diner Dash, Bejeweled Twist), the world's most popular social game (FarmVille) as well as the world's most popular MMORPG (World of Warcraft), PC titles (Half Life 2) to AAA console games (Madden NFL 10), and modern-day masterpieces (Little Big Planet, Rock Band, Uncharted 2: Among Thieves). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of videogames production. This book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made.

Music Video Games

Music Video Games PDF Author: Michael Austin
Publisher: Bloomsbury Publishing USA
ISBN: 1501308491
Category : Games & Activities
Languages : en
Pages : 353

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Book Description
Music Video Games takes a look (and listen) at the popular genre of music games – video games in which music is at the forefront of player interaction and gameplay. With chapters on a wide variety of music games, ranging from well-known console games such as Guitar Hero and Rock Band to new, emerging games for smartphones and tablets, scholars from diverse disciplines and backgrounds discuss the history, development, and cultural impact of music games. Each chapter investigates important themes surrounding the ways in which we play music and play with music in video games. Starting with the precursors to music games - including Simon, the hand-held electronic music game from the 1980s, Michael Austin's collection goes on to discuss issues in musicianship and performance, authenticity and “selling out,” and composing, creating, and learning music with video games. Including a glossary and detailed indices, Austin and his team shine a much needed light on the often overlooked subject of music video games.

The Game

The Game PDF Author: Louis Shalako
Publisher: Long Cool One Books
ISBN: 0991671619
Category : Fiction
Languages : en
Pages : 15

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Book Description
How much of who we are is tied up in what we know? If something wiped our 'knowledge,' or higher education, but left our basic faculties, the ability to speak and to act, would we all be created equal again? In The Game, everything must be learned the hard way. The learning curve is painful. The price of a mistake is a laser bolt through the head. A short story.

Games with a Purpose

Games with a Purpose PDF Author: Martin Saunders
Publisher: Monarch Books
ISBN: 0857215604
Category : Religion
Languages : en
Pages : 257

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Book Description
Games with Purpose mixes energizing, entertaining games with learning points to create an invaluable resource that will provide a fun introduction to hundreds of staple topics. There is something to suit every situation, from games needing little or no preparation or equipment, to big, memorable games that will stay with the group for a long time. The collection consists of mainly original game ideas, meeting the regular requirement for stimulating new games and icebreakers. Unlike other resources that simply seek to provide entertainment, Games with Purpose is categorised around popular topics providing youth workers with inspiration and ideas to help them to include games as a core component of their sessions, rather than just an add-on to dissipate surplus energy. Using themes from discussion starter resources The Ideas Factory and The Think Tank, this collection provides youth leaders with a complete solution - the book stands alone but by pairing these games with the discussion starters, youth leaders will have all they need to build a complete session.

Artificial Intelligence and Games

Artificial Intelligence and Games PDF Author: Georgios N. Yannakakis
Publisher: Springer
ISBN: 3319635190
Category : Computers
Languages : en
Pages : 350

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Book Description
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.

The Rock from the Sky

The Rock from the Sky PDF Author: Jon Klassen
Publisher: Candlewick Press
ISBN: 1536222682
Category : Juvenile Fiction
Languages : en
Pages : 96

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Book Description
Look up! From the Caldecott Medal–winning creator of the hat trilogy comes a new deadpan gem. There is a spot. It is a good spot. It is the perfect spot to stand. There is no reason to ever leave. But somewhere above there is also a rock. A rock from the sky. Here comes The Rock from the Sky, a hilarious meditation on the workings of friendship, fate, shared futuristic visions, and that funny feeling you get that there’s something off somewhere, but you just can’t put your finger on it. Merging broad visual suspense with wry wit, celebrated picture book creator Jon Klassen gives us a wholly original comedy for the ages.

The First 21

The First 21 PDF Author: Nikki Sixx
Publisher: Hachette Books
ISBN: 0306923696
Category : Biography & Autobiography
Languages : en
Pages : 218

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Book Description
Rock-and-roll icon and three-time bestselling author Nikki Sixx tells his origin story: how Frank Feranna became Nikki Sixx, chronicling his fascinating journey from irrepressible Idaho farmboy to the man who formed the revolutionary rock group Mötley Crüe. Nikki Sixx is one of the most respected, recognizable, and entrepreneurial icons in the music industry. As the founder of Mötley Crüe, who is now in his twenty-first year of sobriety, Sixx is incredibly passionate about his craft and wonderfully open about his life in rock and roll, and as a person of the world. Born Franklin Carlton Feranna on December 11, 1958, young Frankie was abandoned by his father and partly raised by his mother, a woman who was ahead of her time but deeply troubled. Frankie ended up living with his grandparents, bouncing from farm to farm and state to state. He was an all-American kid—hunting, fishing, chasing girls, and playing football—but underneath it all, there was a burning desire for more, and that more was music. He eventually took a Greyhound bound for Hollywood. In Los Angeles, Frank lived with his aunt and his uncle—the president of Capitol Records—for a short time. But there was no easy path to the top. He was soon on his own. There were dead-end jobs: dipping circuit boards, clerking at liquor and record stores, selling used light bulbs, and hustling to survive. But at night, Frank honed his craft, joining Sister, a band formed by fellow hard-rock veteran Blackie Lawless, and formed a group of his own: London, the precursor of Mötley Crüe. Turning down an offer to join Randy Rhoads’s band, Frank changed his name to Nikki London, Nikki Nine, and, finally, Nikki Sixx. Like Huck Finn with a stolen guitar, he had a vision: a group that combined punk, glam, and hard rock into the biggest, most theatrical and irresistible package the world had ever seen. With hard work, passion, and some luck, the vision manifested in reality—and this is a profound true story finding identity, of how Frank Feranna became Nikki Sixx. It's also a road map to the ways you can overcome anything, and achieve all of your goals, if only you put your mind to it.