AI for Games, Third Edition
Autor Ian Millingtonen Limba Engleză Paperback – 18 dec 2020
Key Features
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Paperback (1) | 296.69 lei 3-5 săpt. | +72.91 lei 7-13 zile |
Taylor & Francis Ltd. – 18 dec 2020 | 296.69 lei 3-5 săpt. | +72.91 lei 7-13 zile |
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Taylor & Francis Ltd. – 26 mar 2019 | 744.75 lei 3-5 săpt. | +66.44 lei 7-13 zile |
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Specificații
ISBN-13: 9780367670566
ISBN-10: 0367670569
Pagini: 1030
Dimensiuni: 192 x 236 x 62 mm
Greutate: 1.9 kg
Ediția:3 ed
Editura: Taylor & Francis Ltd.
ISBN-10: 0367670569
Pagini: 1030
Dimensiuni: 192 x 236 x 62 mm
Greutate: 1.9 kg
Ediția:3 ed
Editura: Taylor & Francis Ltd.
Notă biografică
Ian Millington is a British developer and author of books and courses on software development, particularly in the fields of artificial intelligence, decision support and game physics engine development.
John Funge recently joined Netflix to start and lead the new Game Platforms group. Previously, John co-founded AiLive (formerly iKuni) and spent nearly ten years helping to create a successful company that is now well known for its pioneering machine learning technology for games. AiLive co-created the Wii MotionPlus hardware and has established its LiveMove products as the industry standard for automatic motion recognition. John is also an Assistant Adjunct Professor at the University of California, Santa Cruz (UCSC) where he teaches a Game AI course that he proposed, designed and developed.
John Funge recently joined Netflix to start and lead the new Game Platforms group. Previously, John co-founded AiLive (formerly iKuni) and spent nearly ten years helping to create a successful company that is now well known for its pioneering machine learning technology for games. AiLive co-created the Wii MotionPlus hardware and has established its LiveMove products as the industry standard for automatic motion recognition. John is also an Assistant Adjunct Professor at the University of California, Santa Cruz (UCSC) where he teaches a Game AI course that he proposed, designed and developed.
Cuprins
Chapter 1 Introduction. Chapter 2 Game AI. Chapter 3 Movement. Chapter 4 Pathfinding. Chapter 5 Decision making. Chapter 6 Tactical and Strategic AI. Chapter 7 Learning. Chapter 8 Board Games. Chapter 9 Execution Management. Chapter 10 World Interfacing. Chapter 11 Tools and Content Creation. Chapter 12 Designing Game AI. Chapter 13 AI-Based Game Genres.