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LDR04166cmm u2200589Ki 4500
001000000314456
003OCoLC
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006m d
007cr cnu---unuuu
008181227s2018 mau ob 001 0 eng d
020 ▼a 9780262350143 ▼q (electronic bk.)
020 ▼a 0262350149 ▼q (electronic bk.)
020 ▼z 9780262039031
020 ▼z 0262039036
035 ▼a 1991415 ▼b (N$T)
035 ▼a (OCoLC)1080308623
040 ▼a N$T ▼b eng ▼e rda ▼e pn ▼c N$T ▼d 248032
049 ▼a MAIN
050 4 ▼a GV1469.34.P79 ▼b T64 2018eb
072 7 ▼a GAM ▼x 001000 ▼2 bisacsh
08204 ▼a 794.8 ▼2 23
1001 ▼a Togelius, Julian, ▼e author.
24510 ▼a Playing smart : ▼b on games, intelligence and Artificial Intelligence / ▼c Julian Togelius. ▼h [electronic resource]
260 1 ▼a Cambridge, MA : ▼b MIT Press, ▼c [2018]
300 ▼a 1 online resource.
336 ▼a text ▼b txt ▼2 rdacontent
337 ▼a computer ▼b c ▼2 rdamedia
338 ▼a online resource ▼b cr ▼2 rdacarrier
4900 ▼a Playful thinking
504 ▼a Includes bibliographical references and index.
5050 ▼a In the beginning of AI, there were games -- Do you need to be intelligent to play games? -- What is (Artificial) Intelligence? -- Do video games have Artificial Intelligence? -- Growing a mind and learning to play -- Do games learn from you when you play them? -- Automating creativity -- Designing for AI -- General intelligence and games in general -- Synthesis.
5208 ▼a 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.0Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, handwrote 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.
5880 ▼a Print version record.
590 ▼a Added to collection customer.56279.3
650 0 ▼a Video games ▼x Psychological aspects.
650 0 ▼a Video games ▼x Design.
650 0 ▼a Intellect.
650 0 ▼a Thought and thinking.
650 0 ▼a Artificial intelligence.
650 7 ▼a Artificial intelligence. ▼2 fast ▼0 (OCoLC)fst00817247
650 7 ▼a Intellect. ▼2 fast ▼0 (OCoLC)fst00975732
650 7 ▼a Thought and thinking. ▼2 fast ▼0 (OCoLC)fst01150249
650 7 ▼a Video games ▼x Design. ▼2 fast ▼0 (OCoLC)fst01166425
650 7 ▼a Video games ▼x Psychological aspects. ▼2 fast ▼0 (OCoLC)fst01166438
650 7 ▼a SPORTS & RECREATION / General. ▼2 bisacsh
650 7 ▼a GAMES / Board ▼2 bisacsh
655 4 ▼a Electronic books.
77608 ▼i Print version: ▼a Togelius, Julian. ▼t Playing smart. ▼d Cambridge, MA : MIT Press, [2018] ▼z 9780262039031 ▼w (DLC) 2018010191 ▼w (OCoLC)1029781489
85640 ▼3 EBSCOhost ▼u http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=1991415
938 ▼a EBSCOhost ▼b EBSC ▼n 1991415
990 ▼a 관리자
994 ▼a 92 ▼b N$T