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    Playing Smart - Artificial Intelligence in Computer Games

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    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

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    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

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    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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