AI Agents in Virtual Reality Worlds
John Wiley & Sons Inc
978-0-471-12708-6 (ISBN)
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All the programming know-how and software tools you need to create INTELLIGENT characters for your games and virtual environments Are you becoming bored with VR characters who always do the expected? Want to interact with interesting, intelligent virtual opponents (and allies) who think, learn, and always offer new challenges? Now this book/CD supplies you with everything you need to create these kinds of entities. As he walks you through the development of a game, Mark Watson shows you how to inhabit it with characters who, like mini-intelligent systems, solve problems, analyze situations, make decisions, second guess you...and even cheat! The key to imbuing your characters with intelligence is a complete C++ VR Agent Toolkit that uses neural networks, genetic algorithms, rule-based programming, and plan management. Mark Watson carefully explains the design of the C++ library for the toolkit and, more importantly, provides a wealth of guidelines, tips, and expert advice on how to use the software tools contained in the toolkit for developing your own games.
CD-ROM includes: The VR Agent Toolkit C++ library implemented for a variety of platforms Complete example programs for Windows, Macintosh, OpenGL, RenderWare, and Unix X Windows
MARK WATSON is a software engineer at Angel Studios currently working on games for Nintendo and Sega game consoles. He has written commercial Expert System development tools for the Xerox LISP Machine and the Apple Macintosh. He developed the first implementation of the SAIC ANSIM neural network simulator for the Windows environment.
Abstract Framework for Specifying VR Worlds. Multiparadigm Programming. Introduction to the VR Agent Toolkit. Implementation of the VR Agent Toolkit in C++. Text-Based Spaceship Simulation: Trade Commodities and Avoid Enemy Ships. Space Simulation Implemented with 3D Graphics for RenderWare. Space Simulation Implemented with 3D Graphics for OpenGL. Space Game Implemented with 2D Graphics for Windows. Space Game Implemented with 2D Graphics for Macintosh. Space Game Implemented with 2D Graphics for UNIX X Windows. Ideas for Programming Projects. Appendix. Annotated Bibliography. Index.
Erscheint lt. Verlag | 13.2.1996 |
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Zusatzinfo | Ill. |
Verlagsort | New York |
Sprache | englisch |
Maße | 190 x 234 mm |
Gewicht | 595 g |
Einbandart | Paperback |
Themenwelt | Informatik ► Theorie / Studium ► Künstliche Intelligenz / Robotik |
Informatik ► Weitere Themen ► Computerspiele | |
ISBN-10 | 0-471-12708-6 / 0471127086 |
ISBN-13 | 978-0-471-12708-6 / 9780471127086 |
Zustand | Neuware |
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