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010 _a 2006299120
011 _aBIB MATCHES WORLDCAT
020 _a0124977820
020 _a9780124977822
020 _a0123736617
_qCD-ROM
020 _a9780123736611
_qCD-ROM
035 _a(OCoLC)71264730
035 _a(DLC) 2006299120
040 _aDLC
_beng
_erda
_dATU
042 _alccopycat
050 0 0 _aQA76.76.C672
_bM549 2006
082 0 0 _a794.81526
_222
100 1 _aMillington, Ian,
_eauthor.
_91060955
245 1 0 _aArtificial intelligence for games /
_cIan Millington.
264 1 _aAmsterdam ;
_aBoston :
_bElsevier,
_c[2006]
264 4 _c©2006
300 _axxxv, 856 pages :
_billustrations ;
_c25 cm +
_e1 computer disc (12 cm).
336 _atext
_btxt
_2rdacontent
336 _acomputer dataset
_bcod
_2rdacontent
_3Accompanying material
337 _aunmediated
_bn
_2rdamedia
337 _acomputer
_bc
_2rdamedia
_3Accompanying material
338 _avolume
_bnc
_2rdacarrier
338 _acomputer disc
_bcd
_2rdacarrier
_3Accompanying material
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.
650 0 _aComputer games
_xProgramming
_9328390
650 0 _aComputer animation
_9349650
650 0 _aArtificial intelligence.
_9314134
830 0 _aMorgan Kaufmann series in interactive 3D technology.
_9248324
907 _a.b11188108
_b03-08-21
_c27-10-15
942 _cB
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