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_aQA76.76.C672 _bM549 2006 |
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_a794.81526 _222 |
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_aMillington, Ian, _eauthor. _91060955 |
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_aArtificial intelligence for games / _cIan Millington. |
264 | 1 |
_aAmsterdam ; _aBoston : _bElsevier, _c[2006] |
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264 | 4 | _c©2006 | |
300 |
_axxxv, 856 pages : _billustrations ; _c25 cm + _e1 computer disc (12 cm). |
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_acomputer dataset _bcod _2rdacontent _3Accompanying material |
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_aunmediated _bn _2rdamedia |
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_acomputer disc _bcd _2rdacarrier _3Accompanying material |
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490 | 1 | _aThe Morgan Kaufmann series in interactive 3D technology | |
500 | _aAccompanied by: 1 computer disc (CD-ROM) | ||
504 | _aIncludes bibliographical references and index. | ||
505 | 0 | 0 |
_gPt. I. _tAI and games -- _gCh. 1. _tIntroduction -- _gCh. 2. _tGame AI -- _gPt. II. _tTechniques -- _gCh. 3. _tMovement -- _gCh. 4. _tPathfinding -- _gCh. 5. _tDecision making -- _gCh. 6. _tTactical and strategic AI -- _gCh. 7. _tLearning -- _gCh. 8. _tBoard games -- _gPt. III. _tSupporting technologies -- _gCh. 9. _tExecution management -- _gCh. 10. _tWorld interfacing -- _gCh. 11. _tTools and content creation -- _gPt. IV. _tDesigning game AI -- _gCh. 12. _tDesigning game AI -- _gCh. 13. _tAI-based game genres. |
520 | _a"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. | ||
588 | _aMachine converted from AACR2 source record. | ||
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_aComputer games _xProgramming _9328390 |
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_aComputer animation _9349650 |
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_aArtificial intelligence. _9314134 |
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_aMorgan Kaufmann series in interactive 3D technology. _9248324 |
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