Sökning: "Game intelligence"

Visar resultat 1 - 5 av 133 uppsatser innehållade orden Game intelligence.

  1. 1. Transforming Chess: Investigating Decoder-Only Architecture for Generating Realistic Game-Like Positions

    Master-uppsats, Umeå universitet/Institutionen för datavetenskap

    Författare :William Pettersson; [2024]
    Nyckelord :Transformer; Decoder; Decoder-only; AI; Artificial intelligence; Generating; generative model; Chess;

    Sammanfattning : Chess is a deep and intricate game, the master of which depends on learning tens of thousands of the patterns that may occur on the board. At Noctie, their mission is to aid this learning process through humanlike chess AI. A prominent challenge lies in curating instructive chess positions for students. LÄS MER

  2. 2. The game changer. Hur AI förändrar undervisning i biologi.

    Kandidat-uppsats, Göteborgs universitet / Instiutionen för biologi och miljövetenskap

    Författare :Loay Awad; Patrik Behre; [2023-11-07]
    Nyckelord :Science education; biology education; artificial intelligence; teaching methods;

    Sammanfattning : The purpose of this work has been to analyze how the implementation of AI in high school has affected biology education from the perspectives of both teachers and students. The study has examined how the increased presence of AI in education affects students' learning ability and how AI can assist the teacher in biology education. LÄS MER

  3. 3. Creation of a Virtual Reality Experience for the Virtual Conservation of The Flamman Theater Using Unreal Engine 4

    Master-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknik

    Författare :Fausto Zamora Arias; [2023-10-25]
    Nyckelord :virtual reality; Oculus Quest 2; preserving cultural heritage; Unreal Engine 4; game design and development;

    Sammanfattning : The Flamman Theater identity was successfully digitally preserved for the cultural heritage of Gothenburg by creating a video game, while tested with pandemic restrictions. On the technical side, this project combines virtual reality, artificial intelligence and game mechanics to create an immersive atmosphere, inviting people to watch movies inside as the original theater was intended. LÄS MER

  4. 4. PVCFA: Principal Variation Context Feature Attribution : Distributed Chess for Perturbation-based Saliency Maps

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Marco Molinari; [2023]
    Nyckelord :Chess; Perturbation; Saliency maps; Multiagent; Reinforcement Learning; Schack; Perturbation; Saliency maps; Multiagent; Reinforcement Learning;

    Sammanfattning : The research and development field of computer chess improved more in the last 5 years than in the whole history of computers. Unfortunately these unprecedented results comes with techniques that don’t leave much space to intuition and comprehensibility for humans. LÄS MER

  5. 5. Leveling Up the Playing Field: Exploring the Strengths and Weaknesses of AI-Generated Content in Game Development

    Kandidat-uppsats, Stockholms universitet/Institutionen för data- och systemvetenskap

    Författare :Martin Kings; Simon Täcklind; [2023]
    Nyckelord :Game Development; AI; ChatGPT; DALL-E; Content Generation; Evaluation;

    Sammanfattning : The development of video games is a long and expensive process, and it is not uncommon for studios to require their workers to work overtime to meet deadlines, resulting in stressful work environments and reduced worker performance. Recent advancements in artificial intelligence (AI) research have people excited that perhaps this might change. LÄS MER