AI for Games, Third Edition - Ian Millington

AI for Games, Third Edition

(Autor)

Buch | Softcover
1030 Seiten
2020 | 3rd edition
CRC Press (Verlag)
978-0-367-67056-6 (ISBN)
48,60 inkl. MwSt
Artificial Intelligence is an integral part of every video game. This book helps propfessionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date infortmation they need to jumpstart their careers.
AI is an integral part of every video game and this book helps game developers keep up with the constantly evolving technological advances to create robust AI.

The authors draw on their considerable experience and uses case studies from real games to provide a complete reference. Also included are exercises so readers can test their comprehension and understanding of the concepts and practices presented.

This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. It helps experienced game developers learn new techniques and provides students with a solid understanding of game AI that will help them jumpstart their careers.

Ian Millington is a British developer and author of books and courses on software development, particularly in the fields of artificial intelligence, decision support and game physics engine development. John Funge recently joined Netflix to start and lead the new Game Platforms group. Previously, John co-founded AiLive (formerly iKuni) and spent nearly ten years helping to create a successful company that is now well known for its pioneering machine learning technology for games. AiLive co-created the Wii MotionPlus hardware and has established its LiveMove products as the industry standard for automatic motion recognition. John is also an Assistant Adjunct Professor at the University of California, Santa Cruz (UCSC) where he teaches a Game AI course that he proposed, designed and developed.

Chapter 1 Introduction. Chapter 2 Game AI. Chapter 3 Movement. Chapter 4 Pathfinding. Chapter 5 Decision making. Chapter 6 Tactical and Strategic AI. Chapter 7 Learning. Chapter 8 Board Games. Chapter 9 Execution Management. Chapter 10 World Interfacing. Chapter 11 Tools and Content Creation. Chapter 12 Designing Game AI. Chapter 13 AI-Based Game Genres.

Erscheinungsdatum
Verlagsort London
Sprache englisch
Maße 191 x 235 mm
Gewicht 1980 g
Themenwelt Kunst / Musik / Theater
Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 0-367-67056-9 / 0367670569
ISBN-13 978-0-367-67056-6 / 9780367670566
Zustand Neuware
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