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The Psychology of Game AI

(Autor)

Buch | Softcover
352 Seiten
2015
Delmar Cengage Learning (Verlag)
978-1-4354-6083-6 (ISBN)
31,15 inkl. MwSt
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As the video game industry becomes more and more sophisticated, designers find that players are assessing AI behavior with humanistic eyes. This title explores the psychological foundations of people with respect to game playing, as well as human quirks every designer should be aware of in their quest to craft ever realistic games.
As the video game industry becomes more and more sophisticated, designers find that players are assessing AI behavior with increasingly humanistic eyes. Why do some games seem "better" than others, even if they're not doing anything more complex? Why do some games feel more "real" than others? Why certain people are attracted to certain game genres, and are there any way that we can expand the audience for our games? These are all questions that require a strong understanding of the psychological issues surrounding games, gameplay, game AI, and the decisions we make in designing our games. "The Psychology of Game AI" explores the psychological foundations of people with respect to game playing, as well as some crucially important human quirks every designer should be aware of in their quest to craft ever more compelling and realistic games.

An industry professional for over 17 years, Brian Schwab has worked on a huge variety of games at a number of different companies, always with a focus on gameplay, AI, and design. The author of AI Game Engine Programming, Brian has also given numerous talks at AIIDE (for which he also serves on the board) and GDC.

Part I: THE CURRENT STATE OF GAME AI. 1. Why psychology? 2. From humble to Deep Blue. 3. The point of game AI. Part II: PLAYER ARCHTYPES. 4. Players are a collection of skills and interests. 5. Player skillsets. 6. Archtype breakdown. Part III: GAME ARCHTYPES. 7. Games are a collection of challenges and content. 8. Game challenge types. 9. Game genres. 10. Newly emerging types. Part IV: HUMAN BIASES. 11. Operant conditioning. 12. Reinforcement Learning. 13. Chance and Probability. 14. Logical Issues. 15. Decision Hueristics. 16. Human Behavioral Error. 17. Flow experiences. Glossary.

Erscheint lt. Verlag 25.3.2015
Verlagsort Clifton Park
Sprache englisch
Maße 189 x 246 mm
Themenwelt Geisteswissenschaften Psychologie
Informatik Software Entwicklung Spieleprogrammierung
Informatik Theorie / Studium Künstliche Intelligenz / Robotik
Informatik Weitere Themen Computerspiele
ISBN-10 1-4354-6083-9 / 1435460839
ISBN-13 978-1-4354-6083-6 / 9781435460836
Zustand Neuware
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