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Artificial Intelligence for Computer Games - González-Calero, Pedro Antonio; Gómez-Martín, Marco Antonio
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González-Calero, Pedro Antonio; Gómez-Martín, Marco Antonio:

Artificial Intelligence for Computer Games - new book

2011, ISBN: 1441981888

ID: 9781441981882

In englischer Sprache. Verlag: Springer New York, 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 ofacademic 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 thecoverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players.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 actualcases 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 approachesrely 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. PC-PDF, 200 Seiten, XII Seiten, 200 Seiten, 1., st Edition. [GR: 9681 - Nonbooks, PBS / Technik/Allgemeines, Lexika], [DRM: hard-drm], [Ausgabe: 1]

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Artificial Intelligence for Computer Games - Pedro Antonio González Calero, Marco A. Gómez-Martín (Eds.)
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Pedro Antonio González Calero, Marco A. Gómez-Martín (Eds.):

Artificial Intelligence for Computer Games - new book

ISBN: 9781441981882

ID: 252672

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 for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players. 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., [PU: Springer]

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Artificial Intelligence for Computer Games - Pedro Antonio González-Calero; Marco Antonio Gómez-Martín
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Pedro Antonio González-Calero; Marco Antonio Gómez-Martín:
Artificial Intelligence for Computer Games - new book

ISBN: 9781441981882

ID: 9781441981882

Engineering; Computational Intelligence; Artificial Intelligence (incl. Robotics); Appl.Mathematics/Computational Methods of Engineering Adaptive game artificial intelligence, Affective interactive narrative, Dynamic behavior trees, Game artificial intelligence, Game console processors, Interactive drama, Interactive environments, Virtual data mining, Virtual humans Books eBook, Springer Science+Business Media

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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 Shipping costs: EUR 0.00
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Artificial Intelligence for Computer Games - Marco Gonzalo;  Marco Antonio Gómez-Martín
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Marco Gonzalo; Marco Antonio Gómez-Martín:
Artificial Intelligence for Computer Games - First edition

2011, ISBN: 9781441981882

ID: 21784516

[ED: 1], Auflage, eBook Download (PDF), eBooks, [PU: Springer-Verlag]

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Artificial Intelligence for Computer Games - Marco Gonzalo; Marco Antonio Gómez-Martín
book is out-of-stock
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Marco Gonzalo; Marco Antonio Gómez-Martín:
Artificial Intelligence for Computer Games - new book

2011, ISBN: 9781441981882

ID: 21784516

[ED: 2011], eBook Download (PDF), eBooks, [PU: Springer New York]

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Details of the book
Artificial Intelligence for Computer Games
Author:

González-Calero, Pedro Antonio; Gómez-Martín, Marco Antonio

Title:

Artificial Intelligence for Computer Games

ISBN:

9781441981882

Details of the book - Artificial Intelligence for Computer Games


EAN (ISBN-13): 9781441981882
ISBN (ISBN-10): 1441981888
Publishing year: 2011
Publisher: Springer New York
200 Pages
Language: eng/Englisch

Book in our database since 03.12.2009 04:31:48
Book found last time on 15.01.2017 09:05:04
ISBN/EAN: 9781441981882

ISBN - alternate spelling:
1-4419-8188-8, 978-1-4419-8188-2

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