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Electronic games and video games have engaged the interest of artificial intelligence (AI) researchers. The cryptocurrency bitcoin is generated by an algorithm based on cryptography technology. High frequency trading (HFT) based on high quality software. The most spectacular games and programs use a learning neural network, for example backgammon, bridge, Go. Those were created with the use of " deep learning " on multiple layers of neural network. Sometimes, it is not clear " which path the computer will chose ". The paper aims at discussing the electronic version of some games and their applications in developing an AI.
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A game, sometimes known as a video game, is a form of modern technology-based game. Gaming is currently one of the major industries on the planet. Because gaming aficionados from all over the world number in the hundreds of millions, if not billions, this sector is very substantial. The game may be played on a PC, an Android device, or a game machine both offline and online. Artificial intelligence is also used in video games. Artificial Intelligence (AI) is artificial intelligence implemented on a computer system that allows players to compete against the computer in a game similar to that of other players. Artificial intelligence, often known as machine intelligence, is a mimic of human intellect that has been trained to think like humans. Artificial intelligence is a technology that uses data as knowledge in order for the intelligence created to improve and learn from prior failures. When employed by humans, artificial intelligence can be activated by human orders or by itself ba...
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In this modern technological era Artificial intelligence (AI) is rapidly acquiring tech industry. AI takes a leading role in conferences and demonstrates the potential for a good type of industry, including manufacturing and marketing. New gadgets are embedded with visual assistants, while interviews answer people’s questions on everything from an online office provider site to a web hosting service support page. For the enterprises, functional AI applications can display all sorts of informed methods of calculation for organizational needs, therefore the business understanding is derived from the information that is collected. Most of the enterprises use AI for everything from mining social data to drive insights in Customer Relationship Management (CRM) and used to improve efficiency tracking and managing assets. In this paper a brief study of how AI changes the business is presented by considering some practices of AI in Businesses, followed by few applications of AI, benefits of AI and lastly the future challenges to be faced by AI
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In recent years, we have observed impressive advancements at the intersection of games and artificial intelligence. Often these developments are described in terms of technological progress, while public discourses on their cultural, social and political impact are largely decoupled. I present an alternative rhetoric by speculating about the emergence of AI within social systems. In a radical departure from the dominant discourse, I describe seven roles - Mechanic, Alter/Ego, Observer, Protector, Player, Creator and God - that an AI may assume in the environment of videogames. I reflect on the ramifications of these roles for the idea of an artificial general intelligence (AGI), mainly hoping to irritate the prevailing discussion.
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Usually, when we talk about computer games and artificial intelligence, we are talk about how the artificial intelligence is used in order to simulate intelligence in characters that appear in computer games. This kind of artificial intelligence is quite limited. Our proposal in this paper is to explore other possibilities in this interesting field, in which we will show two different proposals. The first one is using artificial intelligence in order to create adaptive computer games. The second one is to use computer games to train artificial intelligence programs. We present an example for each concept; a survey analysing the behaviour of players of Pac-Man, and an association game exploring the synesthetic relationship of images, sounds and text.
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Computer games take up and extend traditional discourses on technology and artificial intelligence (AI). Moreover, representations of AI in computer games include not only narrative aspects but game mechanics as well. This contribution focuses on what distinguishes this kind of AI representation from other medial forms, and on how different types of AI representation can be identified within the computer games field. Overall, representations of AI make visible specific aspects and ideologies implied by the gameplay. From this perspective, it is outlined how these representations work either as support for fantasies of self-empowerment or as an emphasis on medial determination; moreover, cultural functions and meanings provided in this context are highlighted.
Games and AI (Special Issue) Ed. by Mathias Fuchs & Andreas Sudmann
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In 2006, the first-person shooter F.E.A.R. makes headlines in the gaming world. One feature in particular attracts much attention: the non-playable characters seem to behave intelligently to a degree yet unseen in computer games. From earlier productions like No One Lives Forever 1 & 2 (2000, 2002), players were already familiar with NPCs that are able to seek cover under fire and to leave it at random in order to shoot back at the player. In F.E.A.R. that happens too, but in a much more realistic manner. Computer-controlled enemies attack players in a coordinated way. If one member of the enemy team comes closer, he gets supportive fire by his team members. If the player attacks them, enemy forces remain in cover until they are immediately threatened. Ten years later, an AI system called AlphaGo beats the human world champion Kim Sung Yong in the ancient board game Go in five rounds—final score: 4-1. The global community of Go players is perplexed, almost shocked, even though the victory did not totally come out of the blue. Already in October 2015, an earlier version of AlphaGo was able to beat the European Go champion Fan Hui. However, Hui’s playing level was significantly lower than that of Kim Sung Yong (2-dan out of possible 9-dan levels). As these introductory examples illustrate, the relationship between artificial intelligence (AI) and games can basically be studied from two perspectives: The first is the implementation of AI technologies in games, in order to improve the game experience in one way or another, for example with the intention to make it more believable, more immersive, or simply more enjoyable. The second is the use of games as a benchmark, a learning or test environment to evaluate, but also demonstrate, the current state of AI technologies. Both perspectives have gained enormous importance in recent years—technically, but also culturally and economically.
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