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  1. Playing smart
    on games, intelligence, and artificial intelligence
    Published: [2018]
    Publisher:  The MIT Press, Cambridge, Massachusetts ; London, England

    Universitätsbibliothek Bayreuth
    Unlimited inter-library loan, copies and loan
    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
    Unlimited inter-library loan, copies and loan
    Zentralinstitut für Kunstgeschichte, Bibliothek
    No loan of volumes, only paper copies will be sent
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780262039031
    RVK Categories: AP 15963
    Series: Playful thinking
    Subjects: Video games; Video games; Intellect; Thought and thinking; Artificial intelligence; Videospiel; Intelligenz; Computerspiel; Denken; Künstliche Intelligenz
    Scope: xvii, 168 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

  2. Playing smart
    on games, intelligence, and artificial intelligence
    Published: [2018]
    Publisher:  The MIT Press, Cambridge, Massachusetts ; London, England

    THD - Technische Hochschule Deggendorf, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan
    Hochschulbibliothek Ingolstadt
    Unlimited inter-library loan, copies and loan
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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262350143
    RVK Categories: MR 6300 ; SU 500 ; CP 4100 ; AP 15963
    Series: Playful thinking
    Subjects: Video games; Video games; Intellect; Thought and thinking; Artificial intelligence; Künstliche Intelligenz; Computerspiel; Denken; Intelligenz; Videospiel
    Scope: 1 Online-Ressource (xvii, 168 Seiten), Illustrationen
    Notes:

    Includes bibliographical references and index

  3. Playing smart
    on games, intelligence and Artificial Intelligence
    Published: [2018]; © 2018
    Publisher:  The MIT Press, Cambridge, Massachusetts

    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... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    10 A 56313
    Unlimited inter-library loan, copies and loan
    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
    Unlimited inter-library loan, copies and loan
    Commerzbibliothek der Handelskammer Hamburg
    2019/065
    No inter-library loan
    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    G TOG 54191
    No inter-library loan
    HAWK Hochschule für angewandte Wissenschaft und Kunst Hildesheim/Holzminden/Göttingen, Bibliothek, Elektronische Ressourcen
    EDV 6100/8
    Unlimited inter-library loan, copies and loan
    Hochschule für Gestaltung, Bibliothek
    No loan of volumes, only paper copies will be sent
    UB Weimar
    Mag Lb 5650
    Unlimited inter-library loan, copies and loan

     

    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

     

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    Content information
    cover (Cover)
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262039031
    RVK Categories: SU 500
    Series: Playful thinking
    Subjects: Video games; Video games; Intellect; Thought and thinking; Artificial intelligence; Artificial intelligence; Intellect; Thought and thinking; Video games
    Scope: xvii, 168 Seiten, Illustrationen, 9 x 211 x 21
    Notes:

    Includes bibliographical references and index

  4. Poetry and mind
    tractatus poetico-philosophicus
    Published: 2018
    Publisher:  Fordham University Press, New York

    Kunsthistorisches Institut in Florenz, Max-Planck-Institut, Bibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780823279661
    Subjects: Thought and thinking; Lyrik; Rezeption; Literaturkritik; Kognitionswissenschaft; Schreiben; Literaturtheorie
    Other subjects: Wittgenstein, Ludwig (1889-1951): Tractatus logico-philosophicus
    Scope: 1 Online-Ressource (137 pages)
    Notes:

    Description based on print version record

  5. Playing smart
    on games, intelligence, and Artificial Intelligence
    Published: [2018]
    Publisher:  The MIT Press, Cambridge, Massachusetts

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262039031
    Other identifier:
    9780262039031
    Series: Playful thinking
    Subjects: Video games; Video games; Intellect; Thought and thinking; Artificial intelligence
    Scope: xvii, 168 Seiten, Illustrationen
    Notes:

    Enthält Literaturverzeichnis auf Seite [153]-160

  6. Playing smart
    on games, intelligence, and artificial intelligence
    Published: [2018]; © 2018
    Publisher:  The MIT Press, Cambridge, Massachusetts

    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... more

    Access:
    Verlag (lizenzpflichtig)
    HafenCity Universität Hamburg, Bibliothek
    No inter-library loan
    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    No inter-library loan
    Technische Universität Hamburg, Universitätsbibliothek
    No inter-library loan
    Otto-von-Guericke-Universität, Universitätsbibliothek
    eBook MIT Press
    No inter-library loan
    Universitätsbibliothek Rostock
    No inter-library loan
    Universitätsbibliothek Stuttgart
    No inter-library loan

     

    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. 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

     

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    Content information
    Volltext (Array)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262350143
    RVK Categories: MR 6300 ; SU 500 ; CP 4100
    Series: Playful thinking
    Subjects: Artificial intelligence; Intellect; Thought and thinking; Video games; Video games; Denken; Künstliche Intelligenz; Intelligenz; Computerspiel; Artificial intelligence; Intellect; Thought and thinking; Video games ; Design; Video games ; Psychological aspects
    Scope: 1 Online-Ressource (xvii, 168 Seiten), Illustrationen
    Notes:

    Includes bibliographical references and index

  7. Playing smart
    on games, intelligence and Artificial Intelligence
    Published: [2018]; © 2018
    Publisher:  The MIT Press, Cambridge, Massachusetts

    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... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    Unlimited inter-library loan, copies and loan

     

    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

     

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    Content information
    cover (Cover)
    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780262039031
    RVK Categories: SU 500
    Series: Playful thinking
    Subjects: Video games; Video games; Intellect; Thought and thinking; Artificial intelligence; Artificial intelligence; Intellect; Thought and thinking; Video games
    Scope: xvii, 168 Seiten, Illustrationen, 9 x 211 x 21
    Notes:

    Includes bibliographical references and index

  8. Playing smart
    on games, intelligence and artificial intelligence
    Published: [2018]
    Publisher:  MIT Press, Cambridge, MA

    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... more

    Access:
    Resolving-System (lizenzpflichtig)
    Universitäts- und Landesbibliothek Sachsen-Anhalt / Zentrale
    No inter-library loan
    Universitätsbibliothek Osnabrück
    No inter-library loan
    Universitätsbibliothek der Eberhard Karls Universität
    No inter-library loan

     

    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 Games are the past, present, and future of artificial intelligence. In 1948, Alan Turing, one of the founding fathers of computer science and artificial intelligence, hand wrote 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.

     

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  9. Playing smart
    on games, intelligence, and artificial intelligence
    Published: [2018]; ©2018
    Publisher:  MIT Press, Cambridge, Massacusettes

    A new vision of the future of games and game design, enabled by AI. Intro -- Contents -- On Thinking Playfully -- Prologue: AI&I -- What Is This Book? -- 1 In the Beginning of AI, There Were Games -- How a Computer Plays Chess -- Advance Directly to... more

    Universität Konstanz, Kommunikations-, Informations-, Medienzentrum (KIM)
    No inter-library loan

     

    A new vision of the future of games and game design, enabled by AI. Intro -- Contents -- On Thinking Playfully -- Prologue: AI&I -- What Is This Book? -- 1 In the Beginning of AI, There Were Games -- How a Computer Plays Chess -- Advance Directly to Go -- 2 Do You Need to Be Intelligent to Play Games? -- Do You Learn When Playing Games? -- 3 What Is (Artificial) Intelligence? -- Are Humans Intelligent? -- Doing What They Do on the Discovery Channel -- Getting Less Specific -- Doing Better Than Humans -- So, What Is (Artificial) Intelligence? -- 4 Do Video Games Have Artificial Intelligence? -- Seven Seconds in the Life of Enemy 362 -- Is This Really All There Is? -- What If Video Games Had Actual AI? -- Why Is the Future Not Here Yet? -- 5 Growing a Mind and Learning to Play -- A Very Simple Idea -- A Very Small Brain -- Survival of the Fastest -- Trial and Error on Speed -- 6 Do Games Learn from You When You Play Them? -- What Would You Do? -- Who Are You in the Game? -- Who Are You Outside of the Game? -- 7 Automating Creativity -- The Random Number God -- Getting Personal -- Getting More General -- Being Creative Together -- 8 Designing for AI -- AI-Based Game Design Patterns -- 9 General Intelligence and Games in General -- General Video Game Playing -- 10 Synthesis -- Further Reading -- Notes -- Prologue: AI&I -- What Is This Book? -- Chapter 1: In the Beginning of AI, There Were Games -- Chapter 2: Do You Need to Be Intelligent to Play Games? -- Chapter 3: What Is (Artificial) Intelligence? -- Chapter 4: Do Video Games Have Artificial Intelligence? -- Chapter 5: Growing a Mind and Learning to Play -- Chapter 6: Do Games Learn from You When You Play Them? -- Chapter 7: Automating Creativity -- Chapter 8: Designing for AI -- Chapter 9: General Intelligence and Games in General -- Bibliography -- Index.

     

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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Contributor: Juul, Jesper (MitwirkendeR); Long, Geoffrey (MitwirkendeR); Uricchio, William (MitwirkendeR); Consalvo, Mia (MitwirkendeR)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262350143
    RVK Categories: SU 500
    Series: Playful Thinking Series
    Subjects: Artificial intelligence; Intellect; Thought and thinking; Video games-Design; Video games-Psychological aspects; Electronic books; Artificial intelligence; Intellect; Thought and thinking; Video games
    Scope: 1 Online-Ressource (xvii, 168 Seiten), Illustrationen