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Auswahl der wissenschaftlichen Literatur zum Thema „AI-computer“
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Zeitschriftenartikel zum Thema "AI-computer"
Nareyek, Alexander. „AI in Computer Games“. Queue 1, Nr. 10 (Februar 2004): 58–65. http://dx.doi.org/10.1145/971564.971593.
Der volle Inhalt der QuelleJaimes, Alex. „Computer Vision Startups Tackle AI“. IEEE MultiMedia 23, Nr. 4 (Oktober 2016): 94–96. http://dx.doi.org/10.1109/mmul.2016.62.
Der volle Inhalt der QuelleCamstra, Bert. „AI in computer-based training“. British Journal of Educational Technology 39, Nr. 2 (März 2008): 297–303. http://dx.doi.org/10.1111/j.1467-8535.2008.00820.x.
Der volle Inhalt der QuelleCass, S. „Mind games [computer game AI]“. IEEE Spectrum 39, Nr. 12 (Dezember 2002): 40–44. http://dx.doi.org/10.1109/mspec.2002.1088444.
Der volle Inhalt der QuelleKersting, Kristian. „Rethinking Computer Science Through AI“. KI - Künstliche Intelligenz 34, Nr. 4 (Dezember 2020): 435–37. http://dx.doi.org/10.1007/s13218-020-00692-5.
Der volle Inhalt der QuelleBouzy, Bruno, und Tristan Cazenave. „Computer Go: An AI oriented survey“. Artificial Intelligence 132, Nr. 1 (Oktober 2001): 39–103. http://dx.doi.org/10.1016/s0004-3702(01)00127-8.
Der volle Inhalt der QuelleChauvette, Peter. „Formalism in AI and computer science“. Information Processing & Management 28, Nr. 2 (Januar 1992): 284–85. http://dx.doi.org/10.1016/0306-4573(92)90055-5.
Der volle Inhalt der QuelleMalcolm, Grant. „Formalism in AI and computer science“. Science of Computer Programming 17, Nr. 1-3 (Dezember 1991): 267–69. http://dx.doi.org/10.1016/0167-6423(91)90052-y.
Der volle Inhalt der QuelleFrey, Peter W. „Memory Based Expertise: Computer Chess vs. AI“. ICGA Journal 14, Nr. 4 (01.12.1991): 192–97. http://dx.doi.org/10.3233/icg-1991-14403.
Der volle Inhalt der QuelleKhoo, A., und R. Zubek. „Applying inexpensive AI techniques to computer games“. IEEE Intelligent Systems 17, Nr. 4 (Juli 2002): 48–53. http://dx.doi.org/10.1109/mis.2002.1024752.
Der volle Inhalt der QuelleDissertationen zum Thema "AI-computer"
Mehta, Manish. „Construction and adaptation of AI behaviors in computer games“. Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/42724.
Der volle Inhalt der QuelleZagoraiou, Maroussa <1979>. „Esperimenti per modelli parzialmente lineari con applicazione ai computer experiments“. Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2008. http://amsdottorato.unibo.it/668/.
Der volle Inhalt der QuelleBellinder, Tobias. „Scrabble-AI : En Scrabble-AI med inriktning på ”Fun-AI”“. Thesis, University of Skövde, School of Humanities and Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4055.
Der volle Inhalt der QuelleScrabble är ett populärt korsordsliknande brädspel som funnits på svenska sedan 1950-talet. Datorprogram som spelar Scrabble har funnits sedan och 1980-talet. De flesta har haft som fokus att spela så optimalt som möjligt och utmana de bästa mänskliga spelarna. Det här arbetet undersöker hur man kan skapa en ”Fun-AI” för Scrabble som fokuserar på spelarens upplevelse och som lämpar sig för alla spelare oavsett nivå. Tre enkla AI-spelare skapas genom att använda grundläggande egenskaper som karakteriserar mänskligt spel. Utvärderingen visar att en relativt outvecklad AI tas för en människa av försökspersoner som spelat matcher mot AI-spelaren. Arbetet kan användas som grund för att gå vidare och utveckla AI:n genom att modellera fler och mer avancerade beteenden hos mänskliga spelare.
Dahlbom, Anders. „An adaptive AI for real-time strategy games“. Thesis, University of Skövde, School of Humanities and Informatics, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-908.
Der volle Inhalt der QuelleIn real-time strategy (RTS) games, the human player faces tasks such as resource allocation, mission planning, and unit coordination. An Artificial Intelligence (AI) system that acts as an opponent against the human player need to be quite powerful, in order to create one cohesive strategy for victory. Even though the goal for an AI system in a computer game is not to defeat the human player, it might still need to act intelligently and look credible. It might however also need to provide just enough difficulty, so that both novice and expert players appreciates the game. The behavior of computer controlled opponents in RTS games of today has to a large extent been based on static algorithms and structures. Furthermore, the AI in RTS games performs the worst at the strategic level, and many of the problems can be tracked to its static nature. By introducing an adaptive AI at the strategic level, many of the problems could possibly be solved, the illusion of intelligence might be strengthened, and the entertainment value could perhaps be increased.
The aim of this dissertation has been to investigate how dynamic scripting, a technique for achieving adaptation in computer games, possibly could be applied at the strategic level in an RTS game. The dynamic scripting technique proposed by Spronck, et al. (2003), was originally intended for computer role-playing games (CRPGs), where it was used for online creation of scripts to control non-player characters (NPCs). The focus in this dissertation has been to investigate: (1) how the structure of dynamic scripting possibly could be modified to fit the strategic level in an RTS game, (2) how the adaptation time possibly could be lowered, and (3) how the performance of dynamic scripting possibly could be throttled.
A new structure for applying dynamic scripting has been proposed: a goal-rule hierarchy, where goals are used as domain knowledge for selecting rules. A rule is seen as a strategy for achieving a goal, and a goal can in turn be realized by several different rules. The adaptation process operates on the probability of selecting a specific rule as strategy for a specific goal. Rules can be realized by sub-goals, which create a hierarchical system. Further, a rule can be coupled with preconditions, which if false initiates goals with the purpose of fulfilling them. This introduces planning.
Results have shown that it can be more effective, with regard to adaptation time, re-adaptation time, and performance, to have equal punishment and reward factors, or to have higher punishments than rewards, compared to having higher rewards than punishments. It has also been shown that by increasing the learning rate, or including the derivative, both adaptation, and re-adaptation times, can effectively be lowered.
Finally, this dissertation has shown that by applying a fitness-mapping function, the performance of the AI can effectively be throttled. Results have shown that learning rate, and maximum weight setting, also can be used to vary the performance, but not to negative performance levels.
Bartoli, Giacomo. „Edge AI: Deep Learning techniques for Computer Vision applied to embedded systems“. Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16820/.
Der volle Inhalt der QuelleAi, Renlong [Verfasser], und Hans [Akademischer Betreuer] Uszkoreit. „Speech verification for computer assisted pronunciation training / Renlong Ai ; Betreuer: Hans Uszkoreit“. Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2018. http://d-nb.info/1169132510/34.
Der volle Inhalt der QuelleAi, Renlong Verfasser], und Hans [Akademischer Betreuer] [Uszkoreit. „Speech verification for computer assisted pronunciation training / Renlong Ai ; Betreuer: Hans Uszkoreit“. Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2018. http://d-nb.info/1169132510/34.
Der volle Inhalt der QuelleAxelsson, Mattis, und Sara Larsson. „Utvecklande AI : En studie i hur man skapar ett system för lärande AI“. Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4587.
Der volle Inhalt der QuelleAI is something that has become more important in today’s games and gets higher pressure to act human and intelligent. This thesis examines which methods are preferred when creating an AI that can learn from its previous experiences. Some of the methods that are examined are tree structures, Artificial Neural Network and GoCap. By creating an application with one of the methods and a survey of how the AI in the application was perceived we got a result that showed us if the method was functional. From this we discuss if the other methods would have been more effective, how we could have improved the AI and what the future for game-AI holds.
Yannakakis, Georgios N. „AI in computer games : generating interesting interactive opponents by the use of evolutionary computation“. Thesis, University of Edinburgh, 2005. http://hdl.handle.net/1842/879.
Der volle Inhalt der QuelleLima, Anderson Silva, und Andreas Blixt. „Investigating the possibility of bias against AI-computercomposed music“. Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19963.
Der volle Inhalt der QuelleBücher zum Thema "AI-computer"
Leith, Philip. Formalism in AI and computer science. New York: E. Horwood, 1990.
Den vollen Inhalt der Quelle findenMeyer, John-Jules Ch. Epistemic logic for AI and computer science. Cambridge: Cambridge University Press, 1995.
Den vollen Inhalt der Quelle findenRuqian, Lu. Automatic generation of computer animation: Using AI for movie animation. Berlin: Springer, 2002.
Den vollen Inhalt der Quelle findenScalisi, Raffaella. Users: Storia dell'interazione uomo-macchina dai mainframe ai computer indossabili. Milano: Guerini e associati, 2001.
Den vollen Inhalt der Quelle findenRuqian, Lu. Automatic generation of computer animation: Using AI for movie animation. Berlin: Springer, 2002.
Den vollen Inhalt der Quelle findenSongmao, Zhang, Hrsg. Automatic generation of computer animation: Using AI for movie animation. Berlin: Springer, 2002.
Den vollen Inhalt der Quelle findenKnowledge and computing: A course on computer epistemology. Budapest: Central European University Press, 2010.
Den vollen Inhalt der Quelle findenBlondie24: Playing at the edge of AI. San Francisco, Calif: Morgan Kaufmann, 2002.
Den vollen Inhalt der Quelle findenRineke, Verbrugge, Hrsg. Teamwork in multi-agent systems: A formal approach. Hoboken, NJ: John Wiley, 2010.
Den vollen Inhalt der Quelle findenBramer, M. A. (Max A.), 1948-, Hrsg. Artificial intelligence in theory and practice: IFIP 19th World Computer Congress, TC 12: IFIP AI 2006 Stream, August 21-24, 2006, Santiago, Chile. New York: Springer, 2011.
Den vollen Inhalt der Quelle findenBuchteile zum Thema "AI-computer"
Fisher, Robert B. „Is computer vision still AI?“ In Advances in Artificial Intelligence, 239. Berlin, Heidelberg: Springer Berlin Heidelberg, 1996. http://dx.doi.org/10.1007/3-540-61859-7_32.
Der volle Inhalt der QuelleCai, Xindi, und Donald C. Wunsch. „Computer Go: A Grand Challenge to AI“. In Challenges for Computational Intelligence, 443–65. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-71984-7_16.
Der volle Inhalt der QuelleBirnbaum, Lawrence, William Ferguson und Menachem Jona. „Using Content-based AI to Structure Human-Computer Interaction“. In Communication from an Artificial Intelligence Perspective, 191–203. Berlin, Heidelberg: Springer Berlin Heidelberg, 1992. http://dx.doi.org/10.1007/978-3-642-58146-5_10.
Der volle Inhalt der QuelleHo, Carlos S. N., und Richard L. Grimsdale. „A Behavioural control framework for computer animation using AI techniques“. In Lecture Notes in Computer Science, 381–88. Berlin, Heidelberg: Springer Berlin Heidelberg, 1995. http://dx.doi.org/10.1007/3-540-60697-1_125.
Der volle Inhalt der QuelleLe, Nguyen-Thinh, Kristy Elizabeth Boyer, Beenish Chaudry, Barbara Di Eugenio, Sharon I.-Han Hsiao und Leigh Ann Sudol-DeLyser. „The First Workshop on AI-supported Education for Computer Science (AIEDCS)“. In Lecture Notes in Computer Science, 947–48. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39112-5_159.
Der volle Inhalt der QuelleModrzejewski, Mateusz, und Przemysław Rokita. „Implementation of Generic Steering Algorithms for AI Agents in Computer Games“. In Studies in Big Data, 15–27. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-77604-0_2.
Der volle Inhalt der QuelleWang, Senzhang, und Jiannong Cao. „AI and Deep Learning for Urban Computing“. In Urban Informatics, 815–44. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-15-8983-6_43.
Der volle Inhalt der QuelleTeti, Antonio. „La nuova frontiera dell’hardware: dai microchip magnetici, ottici e chimici ai computer quantici“. In Il futuro dell’Information & Communication Technology, 113–20. Milano: Springer Milan, 2009. http://dx.doi.org/10.1007/978-88-470-1388-9_9.
Der volle Inhalt der QuelleRoanes-Lozano, Eugenio, Luis M. Laita und Eugenio Roanes-Macías. „An application of an AI methodology to railway interlocking systems using computer algebra“. In Tasks and Methods in Applied Artificial Intelligence, 687–96. Berlin, Heidelberg: Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/3-540-64574-8_455.
Der volle Inhalt der QuelleKind, Adrian, und George Azzopardi. „An Explainable AI-Based Computer Aided Detection System for Diabetic Retinopathy Using Retinal Fundus Images“. In Computer Analysis of Images and Patterns, 457–68. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-29888-3_37.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "AI-computer"
Mundy, Joseph L., Yi Dong, A. Gilliam und R. Wagner. „The semantic web and computer vision: old AI meets new AI“. In Automatic Target Recognition XXVIII, herausgegeben von Firooz A. Sadjadi und Abhijit Mahalanobis. SPIE, 2018. http://dx.doi.org/10.1117/12.2322746.
Der volle Inhalt der QuelleChiang, Akcell. „Motivate AI Class with Interactive Computer Game“. In 2007 IEEE International Workshop on Digital Games and Intelligent Toys-based Education. IEEE, 2007. http://dx.doi.org/10.1109/digitel.2007.34.
Der volle Inhalt der QuelleGallego, Francisco, Abel Bernabeu, Juan Reverte, Rosana Satorre und Faraon Llorens. „A Computer-Games-Based AI Research Environment“. In 2006 Fifth Mexican International Conference on Artificial Intelligence. IEEE, 2006. http://dx.doi.org/10.1109/micai.2006.2.
Der volle Inhalt der QuelleMenkovski, Vlado, und Dimitrios Metafas. „AI Model for Computer games based on Case Based Reasoning and AI Planning“. In the 3rd international conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1413634.1453242.
Der volle Inhalt der QuelleTiller, John A. „The implementation of AI technologies in computer wargames“. In Defense and Security, herausgegeben von Dawn A. Trevisani und Alex F. Sisti. SPIE, 2004. http://dx.doi.org/10.1117/12.548276.
Der volle Inhalt der Quelle„Track 01 AI, Computer Networks, Security & IOT“. In 2019 IEEE International WIE Conference on Electrical and Computer Engineering (WIECON-ECE). IEEE, 2019. http://dx.doi.org/10.1109/wiecon-ece48653.2019.9019925.
Der volle Inhalt der QuelleJi, Lixia, und Jianhong Ma. „Behavior tree for complex computer game AI behavior“. In International Conference on Simulation and Modeling Methodologies, Technologies and Applications. Southampton, UK: WIT Press, 2014. http://dx.doi.org/10.2495/smta140241.
Der volle Inhalt der QuelleMcAllister, Jeff, und Uri Levy. „Faster, smarter computer vision with AI and OpenCL“. In IWOCL 2017: 5th International Workshop on OpenCL. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3078155.3078164.
Der volle Inhalt der QuelleBradáč, Vladimír, und Pavel Smolka. „Paper-based vs. AI computer-based test results“. In CENTRAL EUROPEAN SYMPOSIUM ON THERMOPHYSICS 2019 (CEST). AIP Publishing, 2019. http://dx.doi.org/10.1063/1.5114044.
Der volle Inhalt der QuelleMittal, Varnit, und Bharat Bhushan. „Accelerated Computer Vision Inference with AI on the Edge“. In 2020 IEEE 9th International Conference on Communication Systems and Network Technologies (CSNT). IEEE, 2020. http://dx.doi.org/10.1109/csnt48778.2020.9115770.
Der volle Inhalt der QuelleBerichte der Organisationen zum Thema "AI-computer"
Rodriguez, Simon, Autumn Toney und Melissa Flagg. Patent Landscape for Computer Vision: United States and China. Center for Security and Emerging Technology, September 2020. http://dx.doi.org/10.51593/20200054.
Der volle Inhalt der QuelleMurdick, Dewey, Daniel Chou, Ryan Fedasiuk und Emily Weinstein. The Public AI Research Portfolio of China’s Security Forces. Center for Security and Emerging Technology, März 2021. http://dx.doi.org/10.51593/20200057.
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