Beginning Python : From novice to professional
Ten different projects illustrate the concepts introduced in the book. You will learn how to create a P2P file-sharing application and a web-based bulletin board, and how to remotely edit web-based documents and create games. Author Magnus Lie Hetland is an authority on Python and previously authored Practical Python. He also authored the popular online guide, Instant Python Hacking, on which both books are base
Beginning PyQt : A hands-on approach to GUI programming with PyQt6
Learn GUI application development from the ground up by building simple projects that teach the fundamentals of using PyQt6. This 2nd edition includes updated code, programs, and new chapters to get you started using the newest version. Taking a practical approach, each chapter will gradually teach more advanced and diverse concepts to aid you in designing and customizing interesting and professional applications. Using this knowledge, you’ll be able to build a photo editor, games, a text editor, a working web browser, and an assortment of other GUIs. In the end, this book will guide you through the process of creating UIs to help you bring your own ideas to life. Find out what you need to begin making your own applications with PyQt! You will: Develop cross-platform UIs with PyQt and Python / Use PyQt’s many widgets and apply them by building real applications / Build larger applications through a step-by-step approach and break the code into smaller chunks for deeper understanding / Work with more complex applications in PyQt, covering SQL databases, multithreading, web browsers, and more / Create modern-looking UIs with Qt Quick and QtQml using the latest version of PyQt
Beginning J2ME : From novice to professional
Have you thought about building games for your cell phone or other wireless devices? Whether you are a first–time wireless Java developer, or an experienced professional Beginning J2ME, Third Edition brings exciting wireless and mobile Java application development right to your door! This book will empower you with numerous topics: sound HTTPS support, user interface API enhancements, sound/music API, a Game API, 3D graphics, and Bluetooth. Further, this book is easy to read and includes many practical, hands–on, and ready–to–use code examples. You will not be disappointed.
Beginning Game Development with Python and Pygame : From novice to professional
Beginning Game Development with Python and Pygame is written with the budding game developer in mind, introducing games development through the Python programming language and the popular Pygame games development library. You'll be privy to insights that will not only help you to exploit Pygame to its maximum potential, but also make you a more creative and knowledgeable games developer all round.
Beginning game development with Godot : Learn to create and publish your first 2D platform game
Learn the fundamentals of Godot by diving headfirst into creating a 2D platformer from scratch. This book is a hands-on, practical guide to developing 2D games using the Godot Engine 3.2.3/3.3, with the help of GDScript. You will: Understand the Godot engine and the benefits of using it for game development Master the fundamentals of programming in GDScript Use the Godot graphical interface to design and animate players, the game world, menus, and various games scenes Create your first 2D game in Godot and publish it to various platforms
Axiom of Choice
AC, the axiom of choice, because of its non-constructive character, is the most controversial mathematical axiom, shunned by some, used indiscriminately by others. This treatise shows paradigmatically that:Disasters happen without AC: Many fundamental mathematical results fail (being equivalent in ZF to AC or to some weak form of AC).Disasters happen with AC: Many undesirable mathematical monsters are being created (e.g., non measurable sets and undeterminate games).Illuminating examples are drawn from diverse areas of mathematics, particularly from general topology, but also from algebra, order theory, elementary analysis, measure theory, game theory, and graph theory.
Automata, languages and programming ; 34th International Colloquium, ICALP 2007, Wroclaw, Poland, July 9-13, 2007, Proceedings
This volume presented three major tracks covering algorithms, automata, complexity, and games
Artificial neural networks : Formal Models and Their Applications – ICANN 2005 ; 15th International Conference, Warsaw, Poland, September 11-15, 2005, Proceedings, Part II
The second volume contains 162 contributions related to Formal Models and their Applications and deals with new neural network models, supervised learning algorithms, ensemble-based learning, unsupervised learning, recurent neural networks, reinforcement learning, bayesian approaches to learning, learning theory, artificial neural networks for system modeling, decision making, optimalization and control, knowledge extraction from neural networks, temporal data analysis, prediction and forecasting, support vector machines and kernel-based methods, soft computing methods for data representation, analysis and processing, data fusion for industrial, medical and environmental applications, non-linear predictive models for speech processing, intelligent multimedia and semantics, applications to natural language processing, various applications, computational intelligence in games, and issues in hardware implementation.
Applications of evolutionary computing ; EvoWorkshops 2007 : EvoCOMNET, EvoFIN, EvoIASP, EvoINTERACTION, EvoMUSART, EvoSTOC, and EvoTransLog, Valencia, Spain, April 11-13, 2007, Proceedings
This volume contains contributions for EvoCOMNET, EvoFIN, EvoIHOT, EvoMUSART, EvoSTIM, and EvoTRANSLOC. The 51 revised full papers presented were carefully reviewed and selected from numerous submissions. This volume presents an overview about the latest research in EC. Areas where evolutionary computation techniques have been applied range from telecommunication networks to complex systems, finance and economics, games, image analysis, evolutionary music and art, parameter optimization, scheduling, and logistics. These papers may provide guidelines to help new researchers tackling their own problem using EC.
Applications of computational intelligence
Computational intelligence (CI) is the theory, design, application, and development of biologically and linguistically motivated computational paradigms. Traditionally, the three main pillars of CI have been neural networks, fuzzy systems, and evolutionary computation. However, in time, many nature-inspired computing paradigms have evolved. Thus, CI is an evolving field, and, at present, in addition to the three main constituents, it encompasses computing paradigms such as ambient intelligence, artificial life, cultural learning, artificial endocrine networks, social reasoning, and artificial hormone networks. CI plays a major role in developing successful intelligent systems, including games and cognitive developmental systems.
Algorithmic Game Theory ; 1st International Symposium, SAGT 2008, Paderborn, Germany, April 30-May 2, 2008. Proceedings
This book constitutes the refereed proceedings of the First International Symposium on Algorithmic Game Theory, SAGT 2008, held in Paderborn, Germany, in April/May 2008.
AI 2020 : Advances in artificial intelligence ; 33rd Australasian Joint Conference, AI 2020, Canberra, ACT, Australia, November 29–30, 2020, Proceedings
Constitutes the proceedings of the 33rd Australasian Joint Conference on Artificial Intelligence, AI 2020, held in Canberra, ACT, Australia, in November 2020.* The 36 full papers presented in this volume were carefully reviewed and selected from 57 submissions. The paper were organized in topical sections named: applications; evolutionary computation; fairness and ethics; games and swarms; and machine learning.
Advances in Dynamic Games: Applications to Economics, Finance, Optimization, and Stochastic Control
This book focuses on various aspects of dynamic game theory, presenting state-of-the-art research and serving as a guide to the vitality and growth of the field and its applications. The selected chapters, written by experts in their respective disciplines, are an outgrowth of presentations originally given at the 9th International Symposium of Dynamic Games and Applications. Featured throughout are useful tools for researchers and practitioners who use game theory for modeling in many disciplines.
Advances in Dynamic Games : Applications to Economics, Management Science, Engineering, and Environmental Management
This book—an outgrowth of the 10th International Symposium on Dynamic Games—presents current developments of the theory of dynamic games and its applications to various domains, in particular energy-environment economics and management sciences.The volume uses dynamic game models of various sorts to approach and solve several problems pertaining to pursuit-evasion, marketing, finance, climate and environmental economics, resource exploitation, as well as auditing and tax evasions. In addition, it includes some chapters on cooperative games, which are increasingly drawing dynamic approaches to their classical solutions.
Advances in Dynamic Game Theory : Numerical Methods, Algorithms, and Applications to Ecology and Economics
This collection of selected contributions gives an account of recent developments in dynamic game theory and its applications, covering both theoretical advances and new applications of dynamic games in such areas as pursuit-evasion games, ecology, and economics.
Advances in computer games ; 11th International Conference, ACG 2005, Taipei, Taiwan, September 6-8, 2005. Revised Papers
Constitutes the thoroughly refereed post-proceedings of the 11th International Conference on Advances in Computer Games, ACG 2005, held in Taipei, Taiwan, in September 2005 in conjunction with the 10th Computer Olympiad. The 20 revised full papers presented were carefully selected during two rounds of reviewing and improvement from 32 submissions. The papers cover all aspects of artificial intelligence in computer-game playing. Reasearch topics addressed are automatic generation, optimization, opponent modelling, search, knowledge representation, and graph history interaction. Games covered are western chess, chinese and japanese chess, checkers, lose checkers, amazons, go, poker, loa, mastermind, awari, ataxx, pool, as well as the two theoretical games connect and sumbers.
Advances in Computational Collective Intelligence ; 12th International Conference, ICCCI 2020, Da Nang, Vietnam, November 30 – December 3, 2020, Proceedings
Constitutes refereed proceedings of the 12th International Conference on International Conference on Computational Collective Intelligence, ICCCI 2020, held in Da Nang, Vietnam, in November – December 2020. Due to the the COVID-19 pandemic the conference was held online. The 68 papers were thoroughly reviewed and selected from 314 submissions. The papers are organized according to the following topical sections: data mining and machine learning; deep learning and applications for industry 4.0; recommender systems; computer vision techniques; decision support and control systems; intelligent management information systems; innovations in intelligent systems; intelligent modeling and simulation approaches for games and real world systems; experience enhanced intelligence to IoT; data driven IoT for smart society; applications of collective intelligence; natural language processing; low resource languages processing; computational collective intelligence and natural language processing.
Advanced Intelligent Paradigms in Computer Games
This book presents a sample of the most recent research concerning the application of computational intelligence techniques and internet technology in computer games. The contents include: - COMMONS GAME in intelligent environment - Adaptive generation of dilemma-based interactive narratives - Computational intelligence in racing games - Evolutionary algorithms for board game players with domain knowledge - The ChessBrain project - Electronic market games - EVE’s entropy - Capturing player enjoyment in computer games This book is directed to researchers, practicing engineers/scientists and students.
Adaptive and Natural Computing Algorithms ; 8th International Conference, ICANNGA 2007, Warsaw, Poland, April 11-14, 2007, Proceedings, Part I
Constitutes the refereed proceedings of the 8th International Conference on Adaptive and Natural Computing Algorithms, ICANNGA 2007, held in Warsaw, Poland, in April 2007. The 178 revised full papers presented were carefully reviewed and selected from a total of 474 submissions. The 94 papers of the first volume are organized in topical sections on evolutionary computation, genetic algorithms, particle swarm optimization, learning, optimization and games, fuzzy and rough systems, just as classification and clustering. The second volume contains 84 contributions related to neural networks, support vector machines, biomedical signal and image processing, biometrics, computer vision, as well as to control and robotics.
Abstraction, refinement and proof for probabilistic systems
Probabilistic techniques are increasingly being employed in computer programs and systems because they can increase efficiency in sequential algorithms, enable otherwise nonfunctional distribution applications, and allow quantification of risk and safety in general. This makes operational models of how they work, and logics for reasoning about them, extremely important. Abstraction, Refinement and Proof for Probabilistic Systems presents a rigorous approach to modeling and reasoning about computer systems that incorporate probability. Its foundations lie in traditional Boolean sequential-program logic—but its extension to numeric rather than merely true-or-false judgments takes it much further, into areas such as randomized algorithms, fault tolerance, and, in distributed systems, almost-certain symmetry breaking. The presentation begins with the familiar "assertional" style of program development and continues with increasing specialization: Part I treats probabilistic program logic, including many examples and case studies; Part II sets out the detailed semantics; and Part III applies the approach to advanced material on temporal calculi and two-player games.



















