AI for Games, Third Edition - Ian Millington

AI for Games, Third Edition

(Autor)

Buch | Hardcover
1030 Seiten
2019 | 3rd edition
CRC Press (Verlag)
978-1-138-48397-2 (ISBN)
149,60 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. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games.

Key Features

A comprehensive professional tutorial and reference to implement true AI in games
Includes new exercises so readers can test their comprehension and understanding of the concepts and practices presented
Revised and updated to cover new techniques and advances in AI
Walks the reader through the entire game AI development process

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
Zusatzinfo 65 Halftones, black and white; 341 Illustrations, black and white
Verlagsort London
Sprache englisch
Maße 191 x 235 mm
Gewicht 1992 g
Themenwelt Mathematik / Informatik Informatik Grafik / Design
Informatik Software Entwicklung Spieleprogrammierung
Informatik Theorie / Studium Künstliche Intelligenz / Robotik
ISBN-10 1-138-48397-4 / 1138483974
ISBN-13 978-1-138-48397-2 / 9781138483972
Zustand Neuware
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich
2D- und 3D-Spiele entwickeln

von Thomas Theis

Buch | Softcover (2023)
Rheinwerk (Verlag)
29,90