The evolution of technologies has greatly changed the basic structure of our industry and nature of our daily lives. Industries which did not exist several decades ago have made remarkable progress in recent years and ?ourished. One of the most typical examples is the computer game industry. This book presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. This book contains eight chapters. The ?rst chapter, by N. Baba and H. Handa, is on utilization of evolutionary algorithms to increase excitement of the COMMONS GAME. It is shown that the original COMMONS GAME which is one of the most popular environmental games has been made much more exciting by the intelligent utilization of the two evolutionary algorithms. The second chapter, by H. Barber and D. Kudenko, is on adaptive g- eration of dilemma-based interactive narratives. In this chapter, they present an interactive narrative generator that can create story lines that incorporate dilemmas to add dramatic tension. They also brie?y touch upon the pos- bility that their work could provide a useful tool for making dramatically interesting game playing possible. The third chapter, by J. Tongelius, S.M. Lucas, and R.D. Nardi, is on computational intelligence (CI) in racing games. The authors suggest that CI techniques can be used for various purposes such as controller evolution for the racing and track evolution for a pro?cient player.
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It is shown that the original COMMONS GAME which is one of the most popular environmental games has been made much more exciting by the intelligent utilization of the two evolutionary algorithms.
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.
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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 environmentAdaptive generation of dilemma-based interactive narrativesComputational intelligence in racing gamesEvolutionary algorithms for board game players with domain knowledgeThe ChessBrain projectElectronic market gamesEVE’s entropyCapturing player enjoyment in computer games This book is directed to researchers, practicing engineers/scientists and students.
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Contains the latest research in the area of advanced intelligent paradigms in computer games Includes supplementary material: sn.pub/extras
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Produktdetaljer

ISBN
9783642091797
Publisert
2010-11-30
Utgiver
Vendor
Springer-Verlag Berlin and Heidelberg GmbH & Co. K
Høyde
235 mm
Bredde
155 mm
Aldersnivå
Research, P, 06
Språk
Product language
Engelsk
Format
Product format
Heftet