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Deep Learning in Gaming and Animations: Principles and Applications [Kietas viršelis]

Edited by (Higher College of Technology, Oman), Edited by (JIMS Technical Campus, India), Edited by (MAIT, India), Edited by (MAIT, India)
  • Formatas: Hardback, 156 pages, aukštis x plotis: 234x156 mm, weight: 400 g, 8 Tables, black and white; 43 Line drawings, black and white; 24 Halftones, black and white; 67 Illustrations, black and white
  • Serija: Explainable AI XAI for Engineering Applications
  • Išleidimo metai: 08-Dec-2021
  • Leidėjas: CRC Press
  • ISBN-10: 1032126094
  • ISBN-13: 9781032126098
Kitos knygos pagal šią temą:
  • Formatas: Hardback, 156 pages, aukštis x plotis: 234x156 mm, weight: 400 g, 8 Tables, black and white; 43 Line drawings, black and white; 24 Halftones, black and white; 67 Illustrations, black and white
  • Serija: Explainable AI XAI for Engineering Applications
  • Išleidimo metai: 08-Dec-2021
  • Leidėjas: CRC Press
  • ISBN-10: 1032126094
  • ISBN-13: 9781032126098
Kitos knygos pagal šią temą:
"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 (andperform 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 the reader through the fundamental ideas with expert ease. The book progresses on the topics 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 howartificial intelligence, deep learning, and machine learning have changed the world in gaming and animation. It gives us a motivation that AI can also be applied in gaming, and there are limited textbooks in this area. The book we will write will comprehensively address all the aspects of AI & 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. Our book Deep Learning in Gaming and Animation teaches you how to apply the power of deep learning to build complex reasoning tasks. After exposing you to the foundations of the machine and deep learning, you will use Python to build a bot and then teach it the game's rules. We also focus on how different technologies have revolutionized gaming and animation with various illustrations"--

The text discusses the core concepts and principles of deep learning in gaming and animation with applications in a single volume. It will be a useful reference text for graduate students, and professionals in diverse areas such as electrical engineering, electronics and communication engineering, computer science, gaming and animation.
List of Figures and Tables
ix
Preface xiii
Editors xv
Contributors xvii
Chapter 1 Checkers-AI
1(18)
Priyanshi Gupta
Vividha
Preeti Nagrath
Chapter 2 The Future of Automatically Generated Animation with AI
19(18)
Preety Khatri
Chapter 3 Artificial Intelligence as Futuristic Approach for Narrative Gaming
37(28)
Toka Haroun
Vikas Rao Naidu
Aparna Agarwal
Chapter 4 Review on Using Artificial Intelligence Related Deep Learning Techniques in Gaming and Recent Networks
65(26)
Mujahid Tabassum
Sundresan Perumal
Hadi Nabipour Afrouzi
Saad Bin Abdul Kashem
Waqar Hassan
Chapter 5 A Review on Deep Learning Algorithms for Image Processing in Gaming and Animations
91(12)
Sugandha Chakraverti
Ashish Kumar Chakraverti
Piyush Bhushan Singh
Rakesh Ranjan
Chapter 6 Artificial Intelligence in Games
103(20)
Abhisht Joshi
Moolchand Sharma
Jafar Al Zubi
Chapter 7 A Framework for Estimation of Generative Models Through an Adversarial Process for Production of Animated Gaming Characters
123(14)
Saad Bin Khalid
Bramah Hazela
Chapter 8 Generative Adversarial Networks Based PCG for Games
137(20)
Nimisha Mittal
Priyanjali Pratap Singh
Prerna Sharma
Index 157
Vikas Chaudhary, Deevyankar Agarwal