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007 | co ug ---a|||| | ||
008 | 090109s2009 maua b 001 0 eng d | ||
011 | _aBIB MATCHES WORLDCAT | ||
020 |
_a1584505729 _qpbk. |
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020 |
_a9781584505723 _qpbk. |
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035 | _a(OCoLC)263295961 | ||
040 |
_aUKM _beng _erda _cUKM _dBWX _dBTCTA _dBAKER _dOCLCQ _dYDXCP _dATU |
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050 | 4 |
_aQA76.76.C672 _bS39 2009 |
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082 | 0 | 4 |
_a794.81526 _222 |
100 | 1 |
_aSchwab, Brian, _eauthor. _91072109 |
|
245 | 1 | 0 |
_aAI game engine programming / _cBrian Schwab. |
250 | _aSecond edition. | ||
264 | 1 |
_aBoston, MA : _bCourse Technology/Cengage Learning, _c[2009] |
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264 | 4 | _c©2009 | |
300 |
_axxx, 710 pages : _billustrations ; _c24 cm + _e1 computer disc (12 cm) |
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336 |
_atext _btxt _2rdacontent |
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336 |
_acomputer dataset _bcod _2rdacontent _3Accompanying material |
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337 |
_aunmediated _bn _2rdamedia |
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337 |
_acomputer _bc _2rdamedia _3Accompanying material |
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338 |
_avolume _bnc _2rdacarrier |
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338 |
_acomputer disc _bcd _2rdacarrier _3Accompanying material |
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500 | _aAccompanied by: 1 computer disc (CD-ROM) | ||
504 | _aIncludes bibliographical references (pages 685-686) and index. | ||
505 | 0 | 0 |
_gPart I. _tIntroduction -- _g1. _tBasic Definitions and Concepts -- _g2. _tAn AI Engine: The Basic Components and Design -- _g3. _tAIsteroids: Our AI Test Bed -- _gPart II. _tGame Genres -- _g4. _tRole Playing Games (RPGs) -- _g5. _tAdventure Games -- _g6. _tReal-Time Strategy (RTS) Games -- _g7. _tFirst-Person Shooters/Third-Person Shooters (FTPS) -- _g8. _tPlatform Games -- _g9. _tShooter Games -- _g10. _tSports Games -- _g11. _tRacing Games -- _g12. _tClassic Strategy Games -- _g13. _tFighting Games -- _g14. _tMiscellaneous Genres of Note -- _gPart III. _tBasic AI Engine Techniques -- _g15. _tFinite-State Machines -- _g16. _tFuzzy-State Machines (FuSMs) -- _g17. _tMessage-Based Systems -- _g18. _tScripting Systems -- _g19. _tLocation-Based Information Systems -- _gPart IV. _tAdvanced AI Engine Techniques -- _g20. _tGenetic Algorithms -- _g21. _tNeural Networks -- _g22. _tOther Techniques of Note -- _gPart V. _tReal Game AI Development -- _g23. _tDistributed AI Design -- _g24. _tCommon AI Development Concerns -- _g25. _tDebugging -- _g26. _tConclusions, and the Future. |
520 | _a"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. | ||
588 | _aMachine converted from AACR2 source record. | ||
650 | 0 |
_aComputer games _xProgramming. _9328390 |
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650 | 0 |
_aArtificial intelligence. _9314134 |
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650 | 0 |
_aComputer games _xDesign _9789087 |
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907 |
_a.b11423286 _b04-08-21 _c27-10-15 |
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