Cover image for Hands-on AI with Java : smart gaming, robotics, and more
Title:
Hands-on AI with Java : smart gaming, robotics, and more
Personal Author:
Publication Information:
New York : McGraw-Hill, 2004
ISBN:
9780071424967

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30000010064135 QA76.73.J38 W574 2004 Open Access Book Book
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30000010122062 QA76.73.J38 W574 2004 Open Access Book Book
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Summary

Summary

Shows you how to give computer game characters, role-playing and decision-making skills. This book helps you: simulate evolution to find solutions to problems; develop machine-to-human text interactions for help desks, adventure games, computerized tutorials, and Web agents; and, guide machine tools for intelligent behavior.


Table of Contents

Acknowledgmentsp. xi
Chapter 1 Artificial intelligencep. 1
Introductionp. 2
Audiencep. 4
Purposep. 4
Examplesp. 4
Categories of Alp. 5
Validationp. 7
Statisticsp. 7
Validating Filtering and Predictive Systemsp. 8
Code: Strip Chart Displayp. 10
Validating Optimizationsp. 17
Validating Classificationp. 22
Code: Hinton Diagram Displayp. 28
And Beyondp. 32
Chapter 2 Computing Frameworkp. 33
Architecture Overviewp. 34
Software Agentsp. 40
Distributed Computingp. 44
Networkingp. 44
Code: Threadsp. 48
Code: Pipesp. 51
Code: Socketsp. 53
Code: Class Loaderp. 56
Remote Method Invocationp. 59
Communication Languagep. 60
Chapter 3 Control Systemsp. 63
Introduction: Reflexesp. 64
Filteringp. 65
Electronic RC Filtersp. 65
Convolution Filtersp. 66
Code: Convolution Filterp. 68
Proportional-Integral-Derivative Controlp. 70
Code: Simplified Heater Processp. 72
Fuzzy-Logicp. 75
Crisp Boolean Logicp. 75
Basic Fuzzyp. 78
Code: Singleton Fuzzy Logicp. 81
Code: Fuzzy Heater Controllerp. 89
Code: Fuzzy Logicp. 94
Neural Reflexesp. 101
Chapter 4 Scripted Behaviorp. 103
Data-Driven Intelligencep. 104
Finite State Machinesp. 105
Designing an FSMp. 106
Table Driven FSMp. 108
Code: Table-Driven FSMp. 110
Code: FSM Libraryp. 113
Code: Coin Box Revisitedp. 124
Markov Modelsp. 131
Code: Markov Sentence Generationp. 136
Frame-Based Intelligence and Chatbotsp. 140
Pattern Matchingp. 141
Scriptsp. 143
Frames and Agendasp. 143
Chapter 5 Discrete Searchingp. 145
Introductionp. 146
Brute-Force Searchingp. 148
Depth-Firstp. 148
Breadth-Firstp. 149
Cheapest-Firstp. 150
Bi-directionalp. 151
A* Searchp. 151
Code: A* Enginep. 153
Code: A* Path Findingp. 156
Code: A* Panel Nestingp. 159
Two-Player Gamesp. 162
Min-Max Searchp. 163
Alpha-Beta Pruningp. 166
Code: Alpha-Beta Enginep. 169
Code: Amoeba Gamep. 171
Chapter 6 Searching State Spacep. 175
What is State Space?p. 176
Reinforcement Learningp. 176
Core Concepts: Temporal Difference Learningp. 177
SARSAp. 180
Off-Policy Q-Learningp. 182
Eligiblity Tracesp. 182
Code: Continuous Controlp. 184
Representing State Spacep. 188
Map Decompositionsp. 188
Partioning Continuous Spacep. 189
Genetic Algorithmsp. 192
Encoding the Problemp. 193
Breedingp. 200
Mutationp. 203
Evalutating Fitnessp. 205
Selectionp. 207
Chapter 7 Thinking Logicallyp. 209
Logicp. 210
Zero Orderp. 210
First Orderp. 214
Second Orderp. 217
Using Logicp. 218
Inferencep. 218
Proofsp. 219
Unificationp. 222
Resolutionp. 223
Normalizing Sentencesp. 226
Proof by Resolutionp. 229
Code: Unifierp. 230
Code: Backward Chainingp. 237
Code: Forward Chainingp. 242
Knowledge Representationp. 245
Chapter 8 Supervised Neural Networksp. 249
Simulated Intelligencep. 250
Neural Modelsp. 251
Biological Neuronsp. 251
Code: Hodgkin-Huxley Neural Modelp. 253
Pulsed Neuron Computingp. 256
Computational Neuronsp. 258
Perceptronp. 261
Code: Perceptronp. 262
Multiple Categoriesp. 264
Multi-Layer Perceptronp. 264
State Spacep. 266
Delta Rulep. 266
Backpropagationp. 267
Code: Backpropagation Character Recognitionp. 271
Momentump. 279
Normalizationp. 281
Filteringp. 282
Scalingp. 282
Z-Axis Normalizationp. 283
Binary Representationsp. 284
Softmaxp. 285
Associative Memoryp. 286
Bidirectional Associative Memoryp. 286
Code: Hopfield Networkp. 287
Advanced Conceptsp. 289
Time-Seriesp. 289
Fuzzy-Neuralp. 290
Growing Networksp. 291
Chapter 9 Unsupervised Neural Networksp. 293
Neurons Revisitedp. 294
Hebbp. 294
Pattern Matchingp. 296
Self-Organizing Mapsp. 298
Basic Operationp. 299
Code: RGB Mapp. 303
Network Variationsp. 308
Supervisedp. 308
Biologically Plausibilityp. 309
Growing Networksp. 310
Elastic Networks for the Traveling Salesman Problemp. 313
Code: Fast Elastic Netp. 317
Document Processingp. 321
Wordsp. 321
Documentsp. 321
Hierarchy and Timep. 322
Multi-Modal SOMp. 323
Hierarchical SOMp. 324
Time-Seriesp. 326
Referencesp. 329
Indexp. 333