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Playing Smart - Artificial Intelligence in Computer Games
Abstract: With this document we will present an overview of artificial intelligence in general and artificial intelligence in the context of its use in modern computer games in particular. To this end we will firstly provide an introduction to the terminology of artificial intelligence, followed by a brief history of this field of computer science and finally we will discuss the impact which this science has had on the development of computer games. This will be further illustrated by a number of case studies, looking at how artificially intelligent behaviour has been achieved in selected games
The Artificial Intelligence Course at the Faculty of Computer Science in the Polytechnic University of Madrid
This paper presents the experience of teaching an
Artificial Intelligence course at the Faculty of Computer
Science in the Polytechnic University of Madrid,
Spain. The objective of this course is to introduce the
students to this field, to prepare them to contribute to
the evolution of the technology, and to qualify them to
solve problems in the real world using Artificial
Intelligence technology. The curriculum of the
Artificial Intelligence course, which is integrated into
the Artificial Intelligence Department's program,
allows us to educate the students in this sense using the
monographic teaching method
Social Intelligence Design in Ambient Intelligence
This Special Issue of AI and Society contains a selection of papers presented at the 6th Social Intelligence Design Workshop held at ITC-irst, Povo (Trento, Italy) in July 2007. Being the 6th in a series means that there now is a well-established and also a growing research area. The interest in this research area is growing because, among other things, current computing technology allows other than the traditional efficiency-oriented applications associated with computer science and interface technology. For example, in Ambient Intelligence (AmI) applications we look at sensor-equipped environments and devices (robots, smart furniture, virtual humans and pets) that support their human inhabitants during their everyday activities. These everyday activities also include computer-mediated communication, collaboration and community activities
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Pioneers on the air: BBC radio broadcasts on computers and A.I., 1946-56
Between 1946 and 1956, a number of BBC radio broadcasts were made by pioneers in the fields of computing, artificial intelligence and cybernetics. Although no sound recordings of the broadcasts survive, transcripts are held at the BBC's Written Archives Centre at Caversham in the UK. This paper is based on a study of these transcripts, which have received little attention from historians.
The paper surveys the range of computer-related broadcasts during 1946–1956 and discusses some recurring themes from the broadcasts, especially the relationship of 'artificial intelligence' to human intelligence. Additionally, it discusses the context of the broadcasts, both in relation to the BBC and to contemporary awareness of computers
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