The Resource Computational Intelligence in Games, edited by Norio Baba, (electronic resource)

Computational Intelligence in Games, edited by Norio Baba, (electronic resource)

Label
Computational Intelligence in Games
Title
Computational Intelligence in Games
Statement of responsibility
edited by Norio Baba
Contributor
Editor
Editor
Subject
Language
  • eng
  • eng
Summary
The recent advances in computational intelligence paradigms have generated tremendous interest among researchers in the theory and implementation of games. Game theory involves the mathematical calculations and heuristics to optimize the efficient lines of play. This book presents the main constituents of computational intelligence paradigms including knowledge representation, probability-based approaches, fuzzy logic, neural networks, genetic algorithms, and rough sets. It includes a new approach of evolving a neural network to play checkers without human expertise. The book will be useful to researchers and practitioners who are interested in developing game techniques in computational intelligence environment
Member of
Dewey number
006.3
http://bibfra.me/vocab/relation/httpidlocgovvocabularyrelatorsedt
h-fkInxlCMI
Image bit depth
0
Language note
English
LC call number
Q334-342
Literary form
non fiction
Nature of contents
dictionaries
http://library.link/vocab/relatedWorkOrContributorName
Baba, Norio.
Series statement
Studies in Fuzziness and Soft Computing,
Series volume
62
http://library.link/vocab/subjectName
  • Artificial intelligence
  • Economic theory
  • Engineering
  • Artificial Intelligence
  • Economic Theory/Quantitative Economics/Mathematical Methods
  • Complexity
Label
Computational Intelligence in Games, edited by Norio Baba, (electronic resource)
Instantiates
Publication
Note
Bibliographic Level Mode of Issuance: Monograph
Antecedent source
mixed
Bibliography note
Includes bibliographical references at the end of each chapters and index
Carrier category
online resource
Carrier category code
cr
Color
not applicable
Content category
text
Content type code
txt
Contents
1 Introduction to computational intelligence paradigms -- 1 Introduction -- 2 Search and knowledge representation -- 3 Probability-based approaches -- 4 Fuzzy logic -- 5 Artificial neural networks -- 6 Genetic algorithms -- 7 Rough sets -- 8 Fusion -- 9 Discussion and conclusion -- References -- 2 Evolving a neural network to play checkers without human expertise -- 1 Introduction -- 2 Background on neural networks and evolutionary computation -- 3 Background on computer programs for checkers -- 4 Method and results of evolving neural networks for checkers from scratch -- 5 Discussion -- References -- Appendix: Moves for Game 1 — Anaconda vs. “Beatrice” from Hoyle’s Classic Games -- 3 Retrograde analysis of patterns versus metaprogramming -- 1 Introduction -- 2 The game of Hex and the game of Go -- 3 Retrograde analysis of patterns -- 4 Metaprogramming -- 5 Using the generated knowledge -- 6 Future work and conclusion -- References -- 4 Learning to evaluate Go positions via temporal difference methods -- 1 Introduction -- 2 Temporal difference learning -- 3 Network architecture -- 4 Training strategies -- 5 Empirical results -- 6 Summary -- References -- 5 Model-based reinforcement learning for evolving soccer strategies -- 1 Introduction -- 2 The soccer simulator -- 3 RL with CMAC models -- 4 PIPE -- 5 Experiments -- 6 Conclusion -- References -- Appendix A: Prioritized sweeping -- Appendix B: Non-pessimistic value functions -- Appendix C: Q(?)-learning -- 6 Fuzzy rule-based strategy for a market selection game -- 1 Introduction -- 2 Market selection game -- 3 Game strategies -- 4 Fuzzy rule-based strategy -- 4.1 Fuzzy Q-learning -- 4.2 Simulation results -- 4.3 Knowledge acquisition -- 5 Conclusions -- References -- List of Contributors
Dimensions
unknown
Edition
1st ed. 2001.
Extent
1 online resource (XII, 161 p.)
File format
multiple file formats
Form of item
online
Isbn
9783790818338
Level of compression
uncompressed
Media category
computer
Media type code
c
Other control number
10.1007/978-3-7908-1833-8
Quality assurance targets
absent
Reformatting quality
access
Specific material designation
remote
System control number
  • (CKB)3400000000111120
  • (SSID)ssj0001007572
  • (PQKBManifestationID)11567058
  • (PQKBTitleCode)TC0001007572
  • (PQKBWorkID)10950625
  • (PQKB)10320109
  • (DE-He213)978-3-7908-1833-8
  • (MiAaPQ)EBC3100546
  • (EXLCZ)993400000000111120
Label
Computational Intelligence in Games, edited by Norio Baba, (electronic resource)
Publication
Note
Bibliographic Level Mode of Issuance: Monograph
Antecedent source
mixed
Bibliography note
Includes bibliographical references at the end of each chapters and index
Carrier category
online resource
Carrier category code
cr
Color
not applicable
Content category
text
Content type code
txt
Contents
1 Introduction to computational intelligence paradigms -- 1 Introduction -- 2 Search and knowledge representation -- 3 Probability-based approaches -- 4 Fuzzy logic -- 5 Artificial neural networks -- 6 Genetic algorithms -- 7 Rough sets -- 8 Fusion -- 9 Discussion and conclusion -- References -- 2 Evolving a neural network to play checkers without human expertise -- 1 Introduction -- 2 Background on neural networks and evolutionary computation -- 3 Background on computer programs for checkers -- 4 Method and results of evolving neural networks for checkers from scratch -- 5 Discussion -- References -- Appendix: Moves for Game 1 — Anaconda vs. “Beatrice” from Hoyle’s Classic Games -- 3 Retrograde analysis of patterns versus metaprogramming -- 1 Introduction -- 2 The game of Hex and the game of Go -- 3 Retrograde analysis of patterns -- 4 Metaprogramming -- 5 Using the generated knowledge -- 6 Future work and conclusion -- References -- 4 Learning to evaluate Go positions via temporal difference methods -- 1 Introduction -- 2 Temporal difference learning -- 3 Network architecture -- 4 Training strategies -- 5 Empirical results -- 6 Summary -- References -- 5 Model-based reinforcement learning for evolving soccer strategies -- 1 Introduction -- 2 The soccer simulator -- 3 RL with CMAC models -- 4 PIPE -- 5 Experiments -- 6 Conclusion -- References -- Appendix A: Prioritized sweeping -- Appendix B: Non-pessimistic value functions -- Appendix C: Q(?)-learning -- 6 Fuzzy rule-based strategy for a market selection game -- 1 Introduction -- 2 Market selection game -- 3 Game strategies -- 4 Fuzzy rule-based strategy -- 4.1 Fuzzy Q-learning -- 4.2 Simulation results -- 4.3 Knowledge acquisition -- 5 Conclusions -- References -- List of Contributors
Dimensions
unknown
Edition
1st ed. 2001.
Extent
1 online resource (XII, 161 p.)
File format
multiple file formats
Form of item
online
Isbn
9783790818338
Level of compression
uncompressed
Media category
computer
Media type code
c
Other control number
10.1007/978-3-7908-1833-8
Quality assurance targets
absent
Reformatting quality
access
Specific material designation
remote
System control number
  • (CKB)3400000000111120
  • (SSID)ssj0001007572
  • (PQKBManifestationID)11567058
  • (PQKBTitleCode)TC0001007572
  • (PQKBWorkID)10950625
  • (PQKB)10320109
  • (DE-He213)978-3-7908-1833-8
  • (MiAaPQ)EBC3100546
  • (EXLCZ)993400000000111120

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