×


 x 

Shopping cart
. Ed(S): Gonzalo, Marco; Gomez-Martin, Marco A. - Artificial Intelligence for Computer Games - 9781493900534 - V9781493900534
Stock image for illustration purposes only - book cover, edition or condition may vary.

Artificial Intelligence for Computer Games

€ 194.14
FREE Delivery in Ireland
Description for Artificial Intelligence for Computer Games Paperback. This reviews the integration of current academic AI techniques into electronic entertainment games, including pathfinding, decision making, learning complex behavior, and the latest real-time search methods, all aimed at closer interaction with the player. Editor(s): Gonzalo, Marco; Gomez-Martin, Marco A. Num Pages: 212 pages, biography. BIC Classification: TBJ; UYQ. Category: (G) General (US: Trade). Dimension: 235 x 155 x 11. Weight in Grams: 332.

The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of

academic AI techniques into current electronic entertainment games.

The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the

coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games.

Regarding pathfinding, the book includes new techniques ... Read more

Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual

cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches

rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems.

The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.

Show Less

Product Details

Format
Paperback
Publication date
2014
Publisher
Springer-Verlag New York Inc. United States
Number of pages
212
Condition
New
Number of Pages
200
Place of Publication
New York, United States
ISBN
9781493900534
SKU
V9781493900534
Shipping Time
Usually ships in 15 to 20 working days
Ref
99-15

Reviews for Artificial Intelligence for Computer Games

Goodreads reviews for Artificial Intelligence for Computer Games


Subscribe to our newsletter

News on special offers, signed editions & more!