Deep Learning in Gaming and Animations
CRC Press (Verlag)
978-1-032-12609-8 (ISBN)
Over the last decade, progress in deep learning has had a profound and transformational effect on many complex problems, including speech recognition, machine translation, natural language understanding, and computer vision. As a result, computers can now achieve human-competitive performance in a wide range of perception and recognition tasks. Many of these systems are now available to the programmer via a range of so-called cognitive services. More recently, deep reinforcement learning has achieved ground-breaking success in several complex challenges.
This book makes an enormous contribution to this beautiful, vibrant area of study: an area that is developing rapidly both in breadth and depth. Deep learning can cope with a broader range of tasks (and perform those tasks to increasing levels of excellence). This book lays a good foundation for the core concepts and principles of deep learning in gaming and animation, walking you through the fundamental ideas with expert ease. This book progresses in a step-by-step manner. It reinforces theory with a full-fledged pedagogy designed to enhance students' understanding and offer them a practical insight into its applications. Also, some chapters introduce and cover novel ideas about how artificial intelligence (AI), deep learning, and machine learning have changed the world in gaming and animation.
It gives us the idea that AI can also be applied in gaming, and there are limited textbooks in this area. This book comprehensively addresses all the aspects of AI and deep learning in gaming. Also, each chapter follows a similar structure so that students, teachers, and industry experts can orientate themselves within the text. There are few books in the field of gaming using AI. Deep Learning in Gaming and Animations teaches you how to apply the power of deep learning to build complex reasoning tasks. After being exposed to the foundations of machine and deep learning, you will use Python to build a bot and then teach it the game's rules. This book also focuses on how different technologies have revolutionized gaming and animation with various illustrations.
Vikas Chaudhary, Deevyankar Agarwal
Chapter 1 Checkers-AI
Priyanshi Gupta , Vividha and Preeti Nagrath
Chapter 2 The Future of Automatically Generated Animation with AI
Preety Khatri
Chapter 3 Artificial Intelligence as Futuristic Approach for Narrative Gaming
Toka Haroun, Vikas Rao Naidu, and Aparna Agarwal
Chapter 4 Review on Using Artificial Intelligence Related Deep Learning Techniques in Gaming and Recent Networks
Mujahid Tabassum, Sundresan Perumal, Hadi Nabipour Afrouzi, Saad Bin Abdul Kashem, and Waqar Hassan
Chapter 5 A Review on Deep Learning Algorithms for Image Processing in Gaming and Animations
Sugandha Chakraverti, Ashish Kumar Chakraverti, Piyush Bhushan Singh, and Rakesh Ranjan
Chapter 6 Artificial Intelligence in Games
Abhisht Joshi, Moolchand Sharma, and Jafar Al Zubi
Chapter 7 A Framework for Estimation of Generative Models Through an Adversarial Process for Production of Animated Gaming Characters
Saad Bin Khalid and Bramah Hazela
Chapter 8 Generative Adversarial Networks Based PCG for Games
Nimisha Mittal, Priyanjali Pratap Singh, and Prerna Sharma
Erscheinungsdatum | 17.12.2021 |
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Reihe/Serie | Explainable AI XAI for Engineering Applications |
Zusatzinfo | 8 Tables, black and white; 43 Line drawings, black and white; 24 Halftones, black and white; 67 Illustrations, black and white |
Verlagsort | London |
Sprache | englisch |
Maße | 156 x 234 mm |
Gewicht | 400 g |
Themenwelt | Kunst / Musik / Theater |
Informatik ► Grafik / Design ► Film- / Video-Bearbeitung | |
Mathematik / Informatik ► Informatik ► Programmiersprachen / -werkzeuge | |
Mathematik / Informatik ► Informatik ► Theorie / Studium | |
Technik ► Elektrotechnik / Energietechnik | |
ISBN-10 | 1-032-12609-4 / 1032126094 |
ISBN-13 | 978-1-032-12609-8 / 9781032126098 |
Zustand | Neuware |
Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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