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011 _aBIB MATCHES WORLDCAT
020 _a1584505729
_qpbk.
020 _a9781584505723
_qpbk.
035 _a(OCoLC)263295961
040 _aUKM
_beng
_erda
_cUKM
_dBWX
_dBTCTA
_dBAKER
_dOCLCQ
_dYDXCP
_dATU
050 4 _aQA76.76.C672
_bS39 2009
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]
264 4 _c©2009
300 _axxx, 710 pages :
_billustrations ;
_c24 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
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
650 0 _aArtificial intelligence.
_9314134
650 0 _aComputer games
_xDesign
_9789087
907 _a.b11423286
_b04-08-21
_c27-10-15
942 _cB
945 _a794.81526 SCH
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