Un livre sympa et gratuit

Un livre sympa et gratuit

by RICHOUX Florian -
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= Book Announcement =

Title: Artificial and Computational Intelligence in Games
Editors: Simon M. Lucas, Michael Mateas, Mike Preuss, Pieter Spronck, 
and Julian Togelius
Series: DFU (Dagstuhl Follow-Ups)
Volume: 6
Publisher: Schloss Dagstuhl - Leibniz-Zentrum für Informatik, Dagstuhl 
Publishing
Publication Date: November, 2013
ISBN: 978-3-939897-62-0

== Open Access ==

Accessible online and free of charge at
http://www.dagstuhl.de/dagpub/978-3-939897-62-0

You may also check the DBLP entry at
http://www.dblp.org/db/conf/dagstuhl/dfu6.html

== About the Book ==

Research into artificial intelligence (AI) and computational 
intelligence (CI) started in the 1950s and has been growing ever since. 
The main focus of the research is to provide computers with the capacity 
to perform tasks that are believed to require human intelligence. The 
field is in constant need of good benchmark problems. Games provide a 
plethora of tough and interesting challenges for AI and CI, including 
developing artificial players, computationally creative systems that 
construct game content, agents that adapt to players, and systems that 
analyse and learn about players from their in-game behaviour.

In May 2012, around 40 world-leading experts convened in Schloss 
Dagstuhl, Germany, to discuss future research directions and important 
research challenges for AI and CI in games. This book is the follow-up 
volume to that seminar, which collects the distilled results of the 
discussions that went on during those May days.

This book consists of 8 chapters. Each chapter is the outcome of a 
particular discussion group. In editing this volume, we have chosen to 
arrange the chapters so that they start with the more generic problems 
and methods and proceed to more specific applications. However, the web 
of interdependence between work on these topics is dense, with games for 
mobile platforms relying on pathfinding, general game playing on 
procedural content generation, procedural content generation on player 
modelling, etc.

== Table of Contents ==

1. Search in Real-Time Video Games – P.I. Cowling, M. Buro, M. Bida, A. 
Botea, B. Bouzy, M.V. Butz, P. Hingston, H. Mun?oz-Avila, D. Nau, and M. 
Sipper
2. Pathfinding in Games – A. Botea, B. Bouzy, M. Buro, C. Bauckhage, 
and D. Nau
3. Learning and Game AI – H. Mun?oz-Avila, C. Bauckhage, M. Bida, C.B. 
Congdon, and G. Kendall
4. Player Modeling – G.N. Yannakakis, P. Spronck, D. Loiacono, and E. Andre?
5. Procedural Content Generation: Goals, Challenges and Actionable 
Steps – J. Togelius, A.J. Champandard, P.L. Lanzi, M. Mateas, A.Paiva, 
M. Preuss, and K.O. Stanley
6. General Video Game Playing – J. Levine, C.B. Congdon, M. Ebner, G. 
Kendall, S.M. Lucas, R. Miikkulainen, T. Schaul, and T. Thompson
7. Towards a Video Game Description Language – M. Ebner, J. Levine, 
S.M. Lucas, T. Schaul, T. Thompson, and J. Togelius
8. Artificial and Computational Intelligence for Games on Mobile 
Platforms – C.B. Congdon, P. Hingston, and G. Kendall

See also:
* Frontmatter incl. table of contents and preface:
   http://dx.doi.org/10.4230/DFU.Vol6.12191.i
* CompleteVolume-PDF (3 MB):

http://drops.dagstuhl.de/opus/volltexte/dfu-complete/dfu-vol6-complete.pdf

== About the Dagstuhl Follow-Ups Series ==

The Dagstuhl Follow-Ups (DFU) series is a publication series which
offers a frame for the publication of peer-reviewed paper collections
based on Dagstuhl Seminars. DFU volumes are published according to the
principle of OpenAccess, i.e., they are available online and free of
charge.

See also:
* http://www.dagstuhl.de/dfu
* http://drops.dagstuhl.de/dfu