Oyun Teorisi Perspektifinden Bilgisayar Oyunlarında Yapay Zekâ Kullanımı Üzerine Bir Değerlendirme
Abstract
Keywords
References
- BINMORE, K. (2007). Playing for real: A text on game theory. Oxford University Press.
- BOWLING, M., BURCH, N., JOHANSON, M., & TAMMELIN, O. (2003). Solving heads-up limit Texas hold'em. In Proceedings of the 18th International Joint Conference on Artificial Intelligence (IJCAI).
- CHAUDHURI S., KANNAN S., MAJUMDAR R., and MICHAEL J. (2017) Game Theory in AI, Logic, and Algorithms, Dagstuhl Reports, Vol. 7, Issue 3, pp. 27–32 Wooldridge Dagstuhl Reports Schloss Dagstuhl – Leibniz-Zentrum für Informatik, Dagstuhl Publishing, Germany
- COHEN-SOLAL, Q., (2020) “Learning to Play Two-Player Perfect-Information Games without Knowledge, https://arxiv.org/abs/2008.01188
- DARRYL C., (2003). Enhancing gameplay: challenges for artificial intelligence in digital games.
- FUDENBERG, D., & LEVINE, D. K. (1999). The Theory of Learning in Games. MIT Press.
- FUDENBERG, D., & TIROLE, J. (1991). Game theory. MIT press.
- GARISTO D., (2019) Google AI beats top human players at strategy game StarCraft II, Nature, https://www.nature.com/articles/d41586-019-03298-6
Details
Primary Language
Turkish
Subjects
Computer Graphics, Entertainment and Gaming, Machine Vision , Artificial Reality, Game Theory
Journal Section
Review
Authors
Ahmet Efe
*
0000-0002-2691-7517
Hungary
Early Pub Date
May 16, 2024
Publication Date
May 17, 2024
Submission Date
April 25, 2021
Acceptance Date
April 24, 2024
Published in Issue
Year 2024 Volume: 11 Number: 1
Cited By
Bibliometric Analysis of Publication in the Field of Artificial Intelligence and Cyber Security
Balkan Journal of Electrical and Computer Engineering
https://doi.org/10.17694/bajece.1585201