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Artificial Intelligence for Computer Games | Pedro Antonio González-Calero (u. a.) | Buch | xii | Englisch | 2011 | Springer US | EAN 9781441981875 - encadernado, livro de bolso
2011, ISBN: 9781441981875
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2011, ISBN: 9781441981875
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ISBN: 9781441981875
The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed … mais…
2011, ISBN: 144198187X
The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed … mais…
Artificial Intelligence for Computer Games | Pedro Antonio González-Calero (u. a.) | Buch | xii | Englisch | 2011 | Springer US | EAN 9781441981875 - encadernado, livro de bolso
2011
ISBN: 9781441981875
[ED: Gebunden], [PU: Springer US], Techniques used for Artificial Intelligence (AI) in commercial video games are still far from state-of-the art in Academia, but with graphics in video g… mais…
2011, ISBN: 9781441981875
2011 Neubindung, Buchschnitt leicht verkürzt, Buchrücken leicht angestoßen 10012243/12 Versandkostenfreie Lieferung Game console processors,Interactive environments,Virtual data mining,Vi… mais…
2011, ISBN: 9781441981875
[PU: Springer US], Neubindung, Buchschnitt leicht verkürzt, Buchrücken leicht angestoßen 10012243/12, DE, [SC: 0.00], gebraucht; sehr gut, gewerbliches Angebot, 2011, Banküberweisung, Kre… mais…
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Dados detalhados do livro - Artificial Intelligence for Computer Games Pedro Antonio González-Calero Editor
EAN (ISBN-13): 9781441981875
ISBN (ISBN-10): 144198187X
Livro de capa dura
Ano de publicação: 2011
Editor/Editora: Springer New York Core >2 >T
200 Páginas
Peso: 0,471 kg
Língua: eng/Englisch
Livro na base de dados desde 2008-07-21T19:02:01+01:00 (Lisbon)
Página de detalhes modificada pela última vez em 2024-02-19T00:15:22+00:00 (Lisbon)
Número ISBN/EAN: 144198187X
Número ISBN - Ortografia alternativa:
1-4419-8187-X, 978-1-4419-8187-5
Ortografia alternativa e termos de pesquisa relacionados:
Autor do livro: pedro martin, martin marco, pedro gonzalez calero, cale, antonio marti, gonzález, marc antonio, gomez
Título do livro: artificial intelligence for games, computer art, game, new games, pedro gonzalez, pedro gonzález
Dados da editora
Autor: Pedro Antonio González-Calero; Marco Antonio Gómez-Martín
Título: Artificial Intelligence for Computer Games
Editora: Springer; Springer US
200 Páginas
Ano de publicação: 2011-03-08
New York; NY; US
Impresso / Feito em
Peso: 1,060 kg
Língua: Inglês
160,49 € (DE)
164,99 € (AT)
177,00 CHF (CH)
POD
XII, 200 p.
BB; Computational Intelligence; Hardcover, Softcover / Technik/Allgemeines, Lexika; Künstliche Intelligenz; Verstehen; Adaptive game artificial intelligence; Affective interactive narrative; Dynamic behavior trees; Game artificial intelligence; Game console processors; Interactive drama; Interactive environments; Virtual data mining; Virtual humans; Artificial Intelligence; Mathematical and Computational Engineering; Computational Intelligence; Artificial Intelligence; Mathematical and Computational Engineering Applications; Mathematik für Ingenieure; BC; EA
The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of
academic AI techniques into current electronic entertainment games.
The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the
coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games.
Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players.
Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual
cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches
rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems.
The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.
Visual Data Mining of Player Traces in Interactive Environments.- Heuristic search methods for pathfinding.- Pattern-based AI Scripting.- Case-Based Reasoning and User-Generated Gameplay.- Knowledge acquisition for adaptive
game AI.- Game AI as Storytelling.- Affective Interactive Narrative.- Virtual Humans.- Interactive Drama.- Dynamic Behaviour Trees.
Techniques used for Artificial Intelligence (AI) in commercial video games are still far from state-of-the art in Academia, but with graphics in video games coming close to photo realistic quality, and multi-processor architectures getting common in console and PC game platforms, sophisticated AI is getting into the focus of the video game industry as the next big thing for enhancing the player experience. "Artificial Intelligence for Games" collects some of the most relevant results from Academia in the area of Artificial Intelligence for games. The selection of contributions has been biased towards rigorous and theoretically grounded work that is also supported with developed prototypes, which should pave the way for the integration of academic AI techniques into state-of-the-art electronic entertainment games. The chapters in the book cover different areas relevant to AI in commercial games:
Translates the last decades of research into practical ideas to enhance the computer game experience;
Presents approaches for evolving interaction beyond the pre-scripted narratives normally encountered;
Integrates research into reinforced learning, case-based reasoning and genetic algorithms into game development
Includes supplementary material: sn.pub/extras
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