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AI for Games, Third Edition

Autor Ian Millington
en Limba Engleză Paperback – 18 dec 2020
AI is an integral part of every video game. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games.


Key Features


  • A comprehensive professional tutorial and reference to implement true AI in games


  • Includes new exercises so readers can test their comprehension and understanding of the concepts and practices presented


  • Revised and updated to cover new techniques and advances in AI


  • Walks the reader through the entire game AI development process


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      Taylor & Francis Ltd. – 18 dec 2020 29669 lei  3-5 săpt. +7291 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.

    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.

    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.