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Artificial Intelligence for Games
Başlık:
Artificial Intelligence for Games
ISBN:
9781315375229
Personal Author:
Edition:
Second edition.
Yayın Bilgileri:
Boca Raton, FL : Taylor and Francis, an imprint of CRC Press, [2018].

©2009.
Fiziksel Tanımlama:
1 online resource (896 pages)
Contents:
AI and GamesIntroductionWhat Is AI?Model of Game AIAlgorithms, Data Structures, and RepresentationsOn the WebsiteLayout of the BookGame AIThe Complexity FallacyThe Kind of AI in GamesSpeed and MemoryThe AI EngineTechniquesMovementThe Basics of Movement AlgorithmsKinematic Movement AlgorithmsSteering BehaviorsCombining Steering BehaviorsPredicting PhysicsJumpingCoordinated MovementMotor ControlMovement in the Third DimensionPathfindingThe Pathfinding GraphDijkstraA*World RepresentationsImproving on A*Hierarchical PathfindingOther Ideas in PathfindingContinuous Time PathfindingMovement PlanningDecision MakingOverview of Decision MakingDecision TreesState MachinesBehavior TreesFuzzy LogicMarkov SystemsGoal-Oriented BehaviorRule-Based SystemsBlackboard ArchitecturesScriptingAction ExecutionTactical and Strategic AIWaypoint TacticsTactical AnalysesTactical PathfindingCoordinated ActionLearningLearning BasicsParameter ModificationAction PredictionDecision LearningNaive Bayes ClassifiersDecision Tree LearningReinforcement LearningArtificial Neural NetworksBoard GamesGame TheoryMinimaxingTransposition Tables and MemoryMemory-Enhanced Test AlgorithmsOpening Books and Other Set PlaysFurther OptimizationsTurn-Based Strategy GamesSupporting TechnologiesExecution ManagementSchedulingAnytime AlgorithmsLevel of DetailWorld InterfacingCommunicationGetting Knowledge EfficientlyEvent ManagersPolling StationsSense ManagementTools and Content CreationKnowledge for Pathfinding and Waypoint TacticsKnowledge for MovementKnowledge for Decision MakingThe ToolchainDesigning Game AIDesigning Game AIThe DesignShootersDrivingReal-Time StrategySportsTurn-Based Strategy GamesAI-Based Game GenresTeaching CharactersFlocking and Herding GamesAppendixBooks, Periodicals, and PapersGames.
Abstract:
Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques."Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games) Key Features * The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience.* Walks through the entire development process from beginning to end.* Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.
Dil:
English