Academic literature on the topic 'AI-computer'
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Journal articles on the topic "AI-computer"
Nareyek, Alexander. "AI in Computer Games." Queue 1, no. 10 (February 2004): 58–65. http://dx.doi.org/10.1145/971564.971593.
Full textJaimes, Alex. "Computer Vision Startups Tackle AI." IEEE MultiMedia 23, no. 4 (October 2016): 94–96. http://dx.doi.org/10.1109/mmul.2016.62.
Full textCamstra, Bert. "AI in computer-based training." British Journal of Educational Technology 39, no. 2 (March 2008): 297–303. http://dx.doi.org/10.1111/j.1467-8535.2008.00820.x.
Full textCass, S. "Mind games [computer game AI]." IEEE Spectrum 39, no. 12 (December 2002): 40–44. http://dx.doi.org/10.1109/mspec.2002.1088444.
Full textKersting, Kristian. "Rethinking Computer Science Through AI." KI - Künstliche Intelligenz 34, no. 4 (December 2020): 435–37. http://dx.doi.org/10.1007/s13218-020-00692-5.
Full textBouzy, Bruno, and Tristan Cazenave. "Computer Go: An AI oriented survey." Artificial Intelligence 132, no. 1 (October 2001): 39–103. http://dx.doi.org/10.1016/s0004-3702(01)00127-8.
Full textChauvette, Peter. "Formalism in AI and computer science." Information Processing & Management 28, no. 2 (January 1992): 284–85. http://dx.doi.org/10.1016/0306-4573(92)90055-5.
Full textMalcolm, Grant. "Formalism in AI and computer science." Science of Computer Programming 17, no. 1-3 (December 1991): 267–69. http://dx.doi.org/10.1016/0167-6423(91)90052-y.
Full textFrey, Peter W. "Memory Based Expertise: Computer Chess vs. AI." ICGA Journal 14, no. 4 (December 1, 1991): 192–97. http://dx.doi.org/10.3233/icg-1991-14403.
Full textKhoo, A., and R. Zubek. "Applying inexpensive AI techniques to computer games." IEEE Intelligent Systems 17, no. 4 (July 2002): 48–53. http://dx.doi.org/10.1109/mis.2002.1024752.
Full textDissertations / Theses on the topic "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.
Full textZagoraiou, 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/.
Full textBellinder, 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.
Full textScrabble 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.
Full textIn 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/.
Full textAi, Renlong [Verfasser], and 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.
Full textAi, Renlong Verfasser], and 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.
Full textAxelsson, Mattis, and 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.
Full textAI 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.
Full textLima, Anderson Silva, and 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.
Full textBooks on the topic "AI-computer"
Leith, Philip. Formalism in AI and computer science. New York: E. Horwood, 1990.
Find full textMeyer, John-Jules Ch. Epistemic logic for AI and computer science. Cambridge: Cambridge University Press, 1995.
Find full textRuqian, Lu. Automatic generation of computer animation: Using AI for movie animation. Berlin: Springer, 2002.
Find full textScalisi, Raffaella. Users: Storia dell'interazione uomo-macchina dai mainframe ai computer indossabili. Milano: Guerini e associati, 2001.
Find full textRuqian, Lu. Automatic generation of computer animation: Using AI for movie animation. Berlin: Springer, 2002.
Find full textSongmao, Zhang, ed. Automatic generation of computer animation: Using AI for movie animation. Berlin: Springer, 2002.
Find full textKnowledge and computing: A course on computer epistemology. Budapest: Central European University Press, 2010.
Find full textBlondie24: Playing at the edge of AI. San Francisco, Calif: Morgan Kaufmann, 2002.
Find full textRineke, Verbrugge, ed. Teamwork in multi-agent systems: A formal approach. Hoboken, NJ: John Wiley, 2010.
Find full textBramer, M. A. (Max A.), 1948-, ed. 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.
Find full textBook chapters on the topic "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.
Full textCai, Xindi, and 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.
Full textBirnbaum, Lawrence, William Ferguson, and 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.
Full textHo, Carlos S. N., and 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.
Full textLe, Nguyen-Thinh, Kristy Elizabeth Boyer, Beenish Chaudry, Barbara Di Eugenio, Sharon I.-Han Hsiao, and 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.
Full textModrzejewski, Mateusz, and 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.
Full textWang, Senzhang, and 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.
Full textTeti, 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.
Full textRoanes-Lozano, Eugenio, Luis M. Laita, and 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.
Full textKind, Adrian, and 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.
Full textConference papers on the topic "AI-computer"
Mundy, Joseph L., Yi Dong, A. Gilliam, and R. Wagner. "The semantic web and computer vision: old AI meets new AI." In Automatic Target Recognition XXVIII, edited by Firooz A. Sadjadi and Abhijit Mahalanobis. SPIE, 2018. http://dx.doi.org/10.1117/12.2322746.
Full textChiang, 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.
Full textGallego, Francisco, Abel Bernabeu, Juan Reverte, Rosana Satorre, and 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.
Full textMenkovski, Vlado, and 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.
Full textTiller, John A. "The implementation of AI technologies in computer wargames." In Defense and Security, edited by Dawn A. Trevisani and Alex F. Sisti. SPIE, 2004. http://dx.doi.org/10.1117/12.548276.
Full text"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.
Full textJi, Lixia, and 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.
Full textMcAllister, Jeff, and 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.
Full textBradáč, Vladimír, and 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.
Full textMittal, Varnit, and 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.
Full textReports on the topic "AI-computer"
Rodriguez, Simon, Autumn Toney, and 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.
Full textMurdick, Dewey, Daniel Chou, Ryan Fedasiuk, and Emily Weinstein. The Public AI Research Portfolio of China’s Security Forces. Center for Security and Emerging Technology, March 2021. http://dx.doi.org/10.51593/20200057.
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