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Artificial Intelligence for Computer Games

Pedro Antonio González-Calero
4.9/5 (29831 ratings)
Description: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 ofacademic 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 thecoverage 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 actualcases 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 approachesrely 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.We have made it easy for you to find a PDF Ebooks without any digging. And by having access to our ebooks online or by storing it on your computer, you have convenient answers with Artificial Intelligence for Computer Games. To get started finding Artificial Intelligence for Computer Games, you are right to find our website which has a comprehensive collection of manuals listed.
Our library is the biggest of these that have literally hundreds of thousands of different products represented.
Pages
212
Format
PDF, EPUB & Kindle Edition
Publisher
Springer
Release
2011
ISBN
1441981888

Artificial Intelligence for Computer Games

Pedro Antonio González-Calero
4.4/5 (1290744 ratings)
Description: 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 ofacademic 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 thecoverage 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 actualcases 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 approachesrely 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.We have made it easy for you to find a PDF Ebooks without any digging. And by having access to our ebooks online or by storing it on your computer, you have convenient answers with Artificial Intelligence for Computer Games. To get started finding Artificial Intelligence for Computer Games, you are right to find our website which has a comprehensive collection of manuals listed.
Our library is the biggest of these that have literally hundreds of thousands of different products represented.
Pages
212
Format
PDF, EPUB & Kindle Edition
Publisher
Springer
Release
2011
ISBN
1441981888
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