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This book is the fourth offical archival publication devoted to RoboCup and documents the achievements presented at the Fourth Robot World Cup Soccer Games and Conferences, RoboCup 2000, held in Melbourne, Australia, in August/September 2000. The book presents the following parts: introductory overview and survey, championship papers by the winners of the competitions, finalist papers for the RoboCup challenge awards, papers and posters presented at the workshop, team description of a large number of participating teams. This book is mandatory reading for the rapidly growing RoboCup community as well as a valuable source of reference and inspiration for R & D professionals interested in multi-agent systems, distributed artificial intelligence, and intelligent robotics.
RoboCup is an international initiative devoted to advancing the state of the art in artificial intelligence and robotics. The aims of the project and potential research directions are numerous. The ultimate, long-range goal is to build a team of robot soccer players that can beat a human World Cup champion team. This book is the second official archival publication devoted to RoboCup. It documents the achievements presented at the Second International Workshop on RoboCup held in Paris, France, in July 1998. The book opens with an overview section, provides research papers on selected technical topics, and presents technical and strategic descriptions of the work of participating teams. Of interest far beyond the rapidly growing RoboCup community, this book is also indispensable reading for R&D professionals interested in multi-agent systems, distributed artificial intelligence, and intelligent robotics.
Ambient Intelligence lies at the confluence of several trends: the continued decrease in cost and size of computing technology; the increasing availability of networking and communication infrastructure; the growing public familiarity/comfort with computing artifacts; and practical advances in artificial intelligence. These developments make it possible to contemplate the ubiquitous deployment of intelligent systems - prototypically in smart homes, but more broadly in public spaces, private automobiles and on individual appliances and hand-held devices - in applications ranging from entertainment through eldercare, to safety critical device control. Ambient Intelligence is a young field. As ...
Our homes anticipate when we want to wake up. Our computers predict what music we want to buy. Our cars adapt to the way we drive. In today’s world, even washing machines, rice cookers and toys have the capability of autonomous decision-making. As we grow accustomed to computing power embedded in our surroundings, it becomes clear that these ‘smart environments’, with a number of devices controlled by a coordinating system capable of ‘ambient intelligence’, will play an ever larger role in our lives. This handbook provides readers with comprehensive, up-to-date coverage in what is a key technological field. . Systematically dealing with each aspect of ambient intelligence and smart...
Contributes tools and techniques to create physical multiagent systems (MAS) in domains where each agent has insufficient capabilities for solving the problem alone. This book's contibutions address the problem of league-independent solutions and provide means to create more generally applicable approaches.
This book constitutes the thoroughly refereed postproceedings of the Second International Conference on Computers and Games, CG 2001, held in Hamamatsu, Japan in October 2000. The 23 revised full papers presented together with two invited contributions and five reviews were carefully refereed and selected during two rounds of reviewing and improvement. The papers are organized in topical sections on search and strategies, learning and pattern acquisition, theory and complexity issues, and further experiments on game; the reviews presented are on computer language games, computer Go, intelligent agents for computer games, RoboCup, and computer Shogi.
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