Developing Game Intelligence in Soccer

Developing Game Intelligence in Soccer

Author:

Publisher: Reedswain Inc.

Published:

Total Pages: 330

ISBN-13: 9781591641247

DOWNLOAD EBOOK

There is no greater power on the soccer field than the game intelligence of the players. With a great variety of attractive and effective simplified games, specially designed to simulate the most important game situations that may occur on the pitch, Horst Wein shows how to stimulate most of the aspects which are involved in game intelligence in young soccer players as well as professionals. Remember, Playing soccer without thinking is like shooting without aiming.


The Intelligence Game

The Intelligence Game

Author: James Rusbridger

Publisher: New Amsterdam Books

Published: 1992

Total Pages: 0

ISBN-13: 9781561310081

DOWNLOAD EBOOK

In this book, James Rushbriger takes a quite candid look at how intelligence works, and he uncovers vast ineptitude and corruption behind some famous intelligence tales.


Artificial Intelligence for Games

Artificial Intelligence for Games

Author: Ian Millington

Publisher: CRC Press

Published: 2018-12-14

Total Pages: 898

ISBN-13: 1315360578

DOWNLOAD EBOOK

Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. "Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games). Key Features * The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience. * Walks through the entire development process from beginning to end. * Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.


Artificial Intelligence and Games

Artificial Intelligence and Games

Author: Georgios N. Yannakakis

Publisher: Springer

Published: 2018-02-17

Total Pages: 350

ISBN-13: 3319635190

DOWNLOAD EBOOK

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.


AI for Games

AI for Games

Author: Ian Millington

Publisher: CRC Press

Published: 2021-11-15

Total Pages: 85

ISBN-13: 1000475514

DOWNLOAD EBOOK

What is artificial intelligence? How is artificial intelligence used in game development? Game development lives in its own technical world. It has its own idioms, skills, and challenges. That’s one of the reasons games are so much fun to work on. Each game has its own rules, its own aesthetic, and its own trade-offs, and the hardware it will run on keeps changing. AI for Games is designed to help you understand one element of game development: artificial intelligence (AI).


Artificial Intelligence for Computer Games

Artificial Intelligence for Computer Games

Author: John David Funge

Publisher: CRC Press

Published: 2004-07-29

Total Pages: 160

ISBN-13: 1439864802

DOWNLOAD EBOOK

Learn to make games that are more fun and engaging! Building on fundamental principles of Artificial Intelligence, Funge explains how to create Non-Player Characters (NPCs) with progressively more sophisticated capabilities. Starting with the basic capability of acting in the game world, the book explains how to develop NPCs who can perceive, remem


General Video Game Artificial Intelligence

General Video Game Artificial Intelligence

Author: Diego Pérez Liébana

Publisher: Morgan & Claypool Publishers

Published: 2019-10-09

Total Pages: 193

ISBN-13: 1681736454

DOWNLOAD EBOOK

Research on general video game playing aims at designing agents or content generators that can perform well in multiple video games, possibly without knowing the game in advance and with little to no specific domain knowledge. The general video game AI framework and competition propose a challenge in which researchers can test their favorite AI methods with a potentially infinite number of games created using the Video Game Description Language. The open-source framework has been used since 2014 for running a challenge. Competitors around the globe submit their best approaches that aim to generalize well across games. Additionally, the framework has been used in AI modules by many higher-education institutions as assignments, or as proposed projects for final year (undergraduate and Master's) students and Ph.D. candidates. The present book, written by the developers and organizers of the framework, presents the most interesting highlights of the research performed by the authors during these years in this domain. It showcases work on methods to play the games, generators of content, and video game optimization. It also outlines potential further work in an area that offers multiple research directions for the future.


The Art of Intelligence

The Art of Intelligence

Author: Rubén Arcos

Publisher: Rowman & Littlefield

Published: 2019-06-12

Total Pages: 208

ISBN-13: 1538123479

DOWNLOAD EBOOK

This professional resource offers a second volume of original simulations, exercises, and games designed by academics and intelligence professionals from around the world. These interactive learning tools add value to students’ understanding of the intelligence enterprise.


Artificial Intelligence for Computer Games

Artificial Intelligence for Computer Games

Author: Pedro Antonio González-Calero

Publisher: Springer Science & Business Media

Published: 2011-03-01

Total Pages: 210

ISBN-13: 1441981888

DOWNLOAD EBOOK

The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of academic AI techniques into current electronic entertainment games. The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players. Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.