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AI game engine programming / Brian Schwab.

By: Material type: TextTextPublisher: Boston, MA : Course Technology/Cengage Learning, [2009]Copyright date: ©2009Edition: Second editionDescription: xxx, 710 pages : illustrations ; 24 cm + 1 computer disc (12 cm)Content type:
  • text
  • computer dataset
Media type:
  • unmediated
  • computer
Carrier type:
  • volume
  • computer disc
ISBN:
  • 1584505729
  • 9781584505723
Subject(s): DDC classification:
  • 794.81526 22
LOC classification:
  • QA76.76.C672 S39 2009
Contents:
Part I. Introduction -- 1. Basic Definitions and Concepts -- 2. An AI Engine: The Basic Components and Design -- 3. AIsteroids: Our AI Test Bed -- Part II. Game Genres -- 4. Role Playing Games (RPGs) -- 5. Adventure Games -- 6. Real-Time Strategy (RTS) Games -- 7. First-Person Shooters/Third-Person Shooters (FTPS) -- 8. Platform Games -- 9. Shooter Games -- 10. Sports Games -- 11. Racing Games -- 12. Classic Strategy Games -- 13. Fighting Games -- 14. Miscellaneous Genres of Note -- Part III. Basic AI Engine Techniques -- 15. Finite-State Machines -- 16. Fuzzy-State Machines (FuSMs) -- 17. Message-Based Systems -- 18. Scripting Systems -- 19. Location-Based Information Systems -- Part IV. Advanced AI Engine Techniques -- 20. Genetic Algorithms -- 21. Neural Networks -- 22. Other Techniques of Note -- Part V. Real Game AI Development -- 23. Distributed AI Design -- 24. Common AI Development Concerns -- 25. Debugging -- 26. Conclusions, and the Future.
Summary: "AI Game Engine Programming provides game developers with the tools and wisdom necessary to create modern game AI engines. It takes programmers from theory to actual game development, with usable code frameworks designed to go beyond merely detailing how a technique might be used. In addition, it surveys the capabilities of the different techniques used. In addition, it surveys the capabilities of the different techniques used in some current AI engines, and covers common pitfalls, design considerations, and optimizations."--Publisher's website.
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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 SCH (Browse shelf(Opens below)) 1 Available A432752B

Accompanied by: 1 computer disc (CD-ROM)

Includes bibliographical references (pages 685-686) and index.

Part I. Introduction -- 1. Basic Definitions and Concepts -- 2. An AI Engine: The Basic Components and Design -- 3. AIsteroids: Our AI Test Bed -- Part II. Game Genres -- 4. Role Playing Games (RPGs) -- 5. Adventure Games -- 6. Real-Time Strategy (RTS) Games -- 7. First-Person Shooters/Third-Person Shooters (FTPS) -- 8. Platform Games -- 9. Shooter Games -- 10. Sports Games -- 11. Racing Games -- 12. Classic Strategy Games -- 13. Fighting Games -- 14. Miscellaneous Genres of Note -- Part III. Basic AI Engine Techniques -- 15. Finite-State Machines -- 16. Fuzzy-State Machines (FuSMs) -- 17. Message-Based Systems -- 18. Scripting Systems -- 19. Location-Based Information Systems -- Part IV. Advanced AI Engine Techniques -- 20. Genetic Algorithms -- 21. Neural Networks -- 22. Other Techniques of Note -- Part V. Real Game AI Development -- 23. Distributed AI Design -- 24. Common AI Development Concerns -- 25. Debugging -- 26. Conclusions, and the Future.

"AI Game Engine Programming provides game developers with the tools and wisdom necessary to create modern game AI engines. It takes programmers from theory to actual game development, with usable code frameworks designed to go beyond merely detailing how a technique might be used. In addition, it surveys the capabilities of the different techniques used. In addition, it surveys the capabilities of the different techniques used in some current AI engines, and covers common pitfalls, design considerations, and optimizations."--Publisher's website.

Machine converted from AACR2 source record.

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