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<dc:title xml:lang="en"><![CDATA[Człowiek i algorytm. Ku automatyzacji rozgrywki w grach crowdsourcingowych]]></dc:title>
<dc:title xml:lang="en"><![CDATA[Teksty Drugie Nr 3 (2017)]]></dc:title>
<dc:title xml:lang="pl"><![CDATA[Człowiek i algorytm. Ku automatyzacji rozgrywki w grach crowdsourcingowych]]></dc:title>
<dc:title xml:lang="pl"><![CDATA[Teksty Drugie Nr 3 (2017)]]></dc:title>
<dc:creator><![CDATA[Fizek, Sonia]]></dc:creator>
<dc:subject xml:lang="en"><![CDATA[automation]]></dc:subject>
<dc:subject xml:lang="en"><![CDATA[automation of play]]></dc:subject>
<dc:subject xml:lang="en"><![CDATA[algorithmic players]]></dc:subject>
<dc:subject xml:lang="en"><![CDATA[artificial intelligence]]></dc:subject>
<dc:subject xml:lang="pl"><![CDATA[automatyzacja]]></dc:subject>
<dc:subject xml:lang="pl"><![CDATA[automatyzacja w grze]]></dc:subject>
<dc:subject xml:lang="pl"><![CDATA[algorytmiczne podmioty grające]]></dc:subject>
<dc:subject xml:lang="pl"><![CDATA[sztuczna inteligencja]]></dc:subject>
<dc:description xml:lang="en"><![CDATA[21 cm]]></dc:description>
<dc:description xml:lang="en"><![CDATA[Pol. text, eng. summary]]></dc:description>
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<dc:date><![CDATA[2017]]></dc:date>
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<dc:identifier><![CDATA[10.18318/td.2017.3.2]]></dc:identifier>
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<dc:source xml:lang="en"><![CDATA[IBL PAN, call no. P.I.2524]]></dc:source>
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<dc:language><![CDATA[pol]]></dc:language>
<dc:relation><![CDATA[Teksty Drugie]]></dc:relation>
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<dc:relation><![CDATA[2. BBC Newsnight. “AlphaGo and the future of Artificial Intelligence”. Available at: https://www.youtube.com/watch?v=53YLZBSS0cc.]]></dc:relation>
<dc:relation><![CDATA[3. Blizzard’s statement. “Recent actions against botting in WoW”. 13th May 2015. Available at: http://us.battle.net/forums/en/wow/topic/17347095985.]]></dc:relation>
<dc:relation><![CDATA[4. Chun, W. 2015. An interview at UO Today. Oregon Humanities Centre. Available at: https://www.youtube.com/watch?v=rZYF--aQmrY.]]></dc:relation>
<dc:relation><![CDATA[5. Deleuze, G., Guattari, F. 1980/1987. A Thousand Plateaus. Capitalism and Schizophrenia. Trans. by Brian Massumi. Minneapolis, London: The University of Minnesota Press. Available at: http://projectlamar.com/media/A-Thousand-Plateaus.pdf.]]></dc:relation>
<dc:relation><![CDATA[6. Dyer-Witheford, N. 2015. Cyber-Proletariat. Global Labour in the Digital Vortex. Chicago: University of Chicago Press.]]></dc:relation>
<dc:relation><![CDATA[https://doi.org/10.2307/j.ctt183p1zg]]></dc:relation>
<dc:relation><![CDATA[7. Fizek, S. 2016. All Work, no Play. Are games becoming the factories of the future? First Person Scholar. University of Waterloo. The Games Institute. Available at: http://www.firstpersonscholar.com/all-work-and-no-play.]]></dc:relation>
<dc:relation><![CDATA[8. Fizek, S., Dippel, A. 2017. Laborious Playgrounds: Citizen science games as new modes of work/play in the digital age. In The Playful Citizen: Knowledge, Creativity, Power. René Glas, Sybille Lammes, Michiel de Lange, Joost Raessens, and Imar de Vries, eds. Amsterdam: Amsterdam University Press.]]></dc:relation>
<dc:relation><![CDATA[9. Franke, A., Hankey, S., and Tuszynski, M. 2016. Nervous Systems: Quantified Self and the Social Question. Leipzig: Spector Books.]]></dc:relation>
<dc:relation><![CDATA[10. Frey, B. C., Osborne, A.M. 2013. The future of employment: how susceptible are jobs to computerisation? A.http://www.oxfordmartin.ox.ac.uk/downloads/academic/The_Future_of_Employment.pdf.]]></dc:relation>
<dc:relation><![CDATA[11. Gibbs, S. 2016. “Google AI project writes poetry which could make a Vogon proud.” 17th May 2016. Available at: https://www.theguardian.com/technology/2016/may/17/googles-ai-write-poetry-stark-dramatic-vogons.]]></dc:relation>
<dc:relation><![CDATA[12. Granroth-Wilding, M. 2015. “What if computers had ideas of their own? Knowledge, Computational Creativity and the What-if-Machine”. A conference presentation at KVIT, Linkoping, May 21st 2015. Available at: http://mark.granroth-wilding.co.uk/files/kvit2015.pdf.]]></dc:relation>
<dc:relation><![CDATA[13. Hansen, B.N.M. 2015. Symbolizing Time: Kittler and Twenty-First-Century Media. In S. Sale and L. Salisbury (eds.), Kittler Now. Current Perspectives in Kittler Studies. Cambridge, UK: Polity Press.]]></dc:relation>
<dc:relation><![CDATA[14. Haraway, D. 1991/2000. A Cyborg Manifesto. Science, technology, and socialist-feminism in the late twentieth century. In The Cybercultures Reader. David Bell and Barbara M. Kennedy, eds. London, New York: Routledge. 291-324.]]></dc:relation>
<dc:relation><![CDATA[15. Huizinga, J., 1938/1992. Homo Ludens: A study of the play-element in culture. Boston, MA: Beacon Press.]]></dc:relation>
<dc:relation><![CDATA[16. Koerner, I. B. 2012. “New Video Game Let’s Researchers Mess with RNA”. Wired, 5.07.2012. Available at: http://www.wired.com/2012/07/ff_rnagame.]]></dc:relation>
<dc:relation><![CDATA[17. Lee et al. and Eterna participants. 2013. RNA design rules from a massive open library. Proceedings of the National Academy of Sciences of the United States of America. Available at: http://www.pnas.org/content/111/6/2122.full.]]></dc:relation>
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<dc:relation><![CDATA[19. Llano, M.T, Cook, M., Guckelsberger, Ch. et al. 2014. Towards the Automatic Generation of Fictional Ideas for Games. Computational Creativity Research Group. Goldsmiths University of London. Available at: http://ccg.doc.gold.ac.uk/papers/llano_exag14.pdf]]></dc:relation>
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<dc:relation><![CDATA[23. Nake, F. 1971. There should be no computer art. Bulletin of the Computer Arts Society. Birkbeck, University of London, pp. 18-21. Available at: http://www.bbk.ac.uk/hosted/cache/archive/PAGE/PAGE18.pdf.]]></dc:relation>
<dc:relation><![CDATA[24. Nelson, M.J., Mateas, M. 2007. Towards Automated Game Design. A conference paper published in the Proceedings of the 10th Congress of the Italian Association for Artificial Intelligence. Berlin, Heidelberg: Springer-Verlag. Available at: https://games.soe.ucsc.edu/sites/default/files/Nelson_Mateas_-_Automated_Game_Design_-_AIIA07.pdf]]></dc:relation>
<dc:relation><![CDATA[25. von Neumann, J. 1966. Theory of Self-Reproducing Automata. Ed. Arthur W. Burks. Urbana, London: University of Illinois Press.]]></dc:relation>
<dc:relation><![CDATA[26. de Paoli, S. 2013. Automatic Play and Player Deskilling in MMORPGs. Game Studies 13 (1). Available at: http://gamestudies.org/1301/articles/depaoli_automatic_play.]]></dc:relation>
<dc:relation><![CDATA[27. Roeder, O. 2016. There is no difference between computer art and human art. Aeon, 20.07.2016. Available at: https://aeon.co/ideas/there-is-no-such-thing-as-computer-art-it-s-all-just-art.]]></dc:relation>
<dc:relation><![CDATA[28. Schrier, K. 2016. Knowledge Games. How Playing Games Can Solve Problems, Create Insight, and Make Change. Baltimore: Johns Hopkins University Press.]]></dc:relation>
<dc:relation><![CDATA[29. Truitt, E. R. 2015. Medieval Robots. Mechanism, Magic, Nature and Art. Pittsburgh: University of Pennsylvania Press.]]></dc:relation>
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<dc:relation><![CDATA[30. Ulam, S. 1958. John von Neumann, 1903-1957. Bulletin of the American Mathematical Society 64 (3). Available at: http://www.ams.org/journals/bull/1958-64-03/S0002-9904-1958-10189-5/S0002-9904-1958-10189-5.pdf.]]></dc:relation>
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<dc:relation><![CDATA[31. de Valk, M. 2016. A Contemporary Delphic Oracle: The Church of Big Data. Furtherfield. Available at: http://furtherfield.org/features/contemporary-delphic-oracle-church-big-data.]]></dc:relation>
<dc:relation><![CDATA[oai:rcin.org.pl:publication:85800]]></dc:relation>
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