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Artificial intelligence for games / Ian Millington.

By: Material type: TextTextSeries: Morgan Kaufmann series in interactive 3D technologyPublisher: Amsterdam ; Boston : Elsevier, [2006]Copyright date: ©2006Description: xxxv, 856 pages : illustrations ; 25 cm + 1 computer disc (12 cm)Content type:
  • text
  • computer dataset
Media type:
  • unmediated
  • computer
Carrier type:
  • volume
  • computer disc
ISBN:
  • 0124977820
  • 9780124977822
  • 0123736617
  • 9780123736611
Subject(s): DDC classification:
  • 794.81526 22
LOC classification:
  • QA76.76.C672 M549 2006
Contents:
Pt. I. AI and games -- Ch. 1. Introduction -- Ch. 2. Game AI -- Pt. II. Techniques -- Ch. 3. Movement -- Ch. 4. Pathfinding -- Ch. 5. Decision making -- Ch. 6. Tactical and strategic AI -- Ch. 7. Learning -- Ch. 8. Board games -- Pt. III. Supporting technologies -- Ch. 9. Execution management -- Ch. 10. World interfacing -- Ch. 11. Tools and content creation -- Pt. IV. Designing game AI -- Ch. 12. Designing game AI -- Ch. 13. AI-based game genres.
Summary: "Creating robust artificial intelligence is one of the greatest challenges for game developers. The commercial success of a game is often dependent upon the quality of the AI, yet the engineering of AI is often begun late in the development process and is frequently misunderstood. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. A game developer since 1987, he was founder of Mindlathe Ltd., at the time the largest specialist AI company in gaming. Ian shows how to think about AI as an integral part of game play. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book?s CD-ROM contains a library of C++ source code and demonstration programs, and provides access to a website with a complete commercial source code library of AI algorithms and techniques.* A comprehensive, professional tutorial and reference to implement true AI in games.* Walks through the entire development process from beginning to end.* Includes over 100 pseudo code examples of techniques used in commercial games, case studies for all major genres, a CD-ROM and companion website with extensive C++ source code implementations for Windows, and source code libraries for Linux and OS X available through the website."--Publisher description.
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Holdings
Item type Current library Call number Copy number Status Date due Barcode
Book City Campus City Campus Main Collection 794.81526 MIL (Browse shelf(Opens below)) 1 Available A431437B

Accompanied by: 1 computer disc (CD-ROM)

Includes bibliographical references and index.

Pt. I. AI and games -- Ch. 1. Introduction -- Ch. 2. Game AI -- Pt. II. Techniques -- Ch. 3. Movement -- Ch. 4. Pathfinding -- Ch. 5. Decision making -- Ch. 6. Tactical and strategic AI -- Ch. 7. Learning -- Ch. 8. Board games -- Pt. III. Supporting technologies -- Ch. 9. Execution management -- Ch. 10. World interfacing -- Ch. 11. Tools and content creation -- Pt. IV. Designing game AI -- Ch. 12. Designing game AI -- Ch. 13. AI-based game genres.

"Creating robust artificial intelligence is one of the greatest challenges for game developers. The commercial success of a game is often dependent upon the quality of the AI, yet the engineering of AI is often begun late in the development process and is frequently misunderstood. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. A game developer since 1987, he was founder of Mindlathe Ltd., at the time the largest specialist AI company in gaming. Ian shows how to think about AI as an integral part of game play. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book?s CD-ROM contains a library of C++ source code and demonstration programs, and provides access to a website with a complete commercial source code library of AI algorithms and techniques.* A comprehensive, professional tutorial and reference to implement true AI in games.* Walks through the entire development process from beginning to end.* Includes over 100 pseudo code examples of techniques used in commercial games, case studies for all major genres, a CD-ROM and companion website with extensive C++ source code implementations for Windows, and source code libraries for Linux and OS X available through the website."--Publisher description.

Machine converted from AACR2 source record.

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