Ai Game Programming Wisdom 2
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Author | : Steve Rabin |
Publisher | : |
Total Pages | : 732 |
Release | : 2004-01 |
Genre | : Computers |
ISBN | : 9781584502890 |
Presents articles by artificial intelligence programmers that discuss techniques, concepts, architectures, and philosophies of AI game programming.
Author | : Steven Rabin |
Publisher | : CRC Press |
Total Pages | : 566 |
Release | : 2015-04-17 |
Genre | : Computers |
ISBN | : 1482254808 |
Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the com
Author | : Steve Rabin |
Publisher | : CRC Press |
Total Pages | : 541 |
Release | : 2017-07-12 |
Genre | : Computers |
ISBN | : 1498742599 |
Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning. KEY FEATURES Contains 42 chapters from 50 of the game industry’s top developers and researchers. Provides real-life case studies of game AI in published commercial games. Covers a wide range of AI in games, with topics applicable to almost any game. Includes downloadable demos and/or source code, available at http://www.gameaipro.com SECTION EDITORS Neil Kirby General Wisdom Alex Champandard Architecture Nathan Sturtevant Movement and Pathfinding Damian Isla Character Behavior Kevin Dill Tactics and Strategy; Odds and Ends
Author | : Alex J. Champandard |
Publisher | : New Riders |
Total Pages | : 772 |
Release | : 2003 |
Genre | : Computers |
ISBN | : 9781592730049 |
With game players expecting greater intelligence, efficiency, and realism with non-player characters, AI plays an ever-increasing important role in game development. This is a tremendous challenge for game developers in methodology, software design, and programming. Creating autonomous synthetic creatures that can adapt in games requires a different kind of understanding of AI than the classical approach used by current game programmers. The Nouvelle Game AI approach presented in this book focuses on creating embodied "animats" that behave in an intelligent and realistic manner. In particular, learning AI is generating much interest among the game development community, as these modern techniques can be used to optimize the development process. Book jacket.
Author | : Mat Buckland |
Publisher | : Jones & Bartlett Learning |
Total Pages | : 522 |
Release | : 2005 |
Genre | : Computers |
ISBN | : 9781556220784 |
This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.
Author | : Neil Kirby |
Publisher | : Course Technology |
Total Pages | : 385 |
Release | : 2010-06 |
Genre | : Computers |
ISBN | : 9781598639988 |
Teaches beginners how to craft artificial intelligence in a game environment, providing hands-on AI projects based on small understandable games, all of which can be completed using tools that are available for free online. Original.
Author | : Steve Rabin |
Publisher | : Course Technology PTR |
Total Pages | : 699 |
Release | : 2008 |
Genre | : Computers |
ISBN | : 9781584505235 |
This all-new volume is filled with over 60 new, ready-to-use expert techniques, ideas, and solutions for game developers.
Author | : Georgios N. Yannakakis |
Publisher | : Springer |
Total Pages | : 350 |
Release | : 2018-02-17 |
Genre | : Computers |
ISBN | : 3319635190 |
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Author | : Steve Rabin |
Publisher | : |
Total Pages | : 778 |
Release | : 2006 |
Genre | : Computers |
ISBN | : |
This all-new volume is filled with over 60 new, ready-to-use expert techniques, ideas, and solutions for game developers.
Author | : David M. Bourg |
Publisher | : "O'Reilly Media, Inc." |
Total Pages | : 398 |
Release | : 2004 |
Genre | : Computers |
ISBN | : 9780596005559 |
From the author of "Physics for Game Developers," comes a new, non-threatening introduction to the complex subject of game programming.