AI Game Engine Programmierung von Brian Schwab (2004, Trade Paperback)-

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AI Game Engine Programming by Brian Schwab (2004, Trade Paperback)
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Gut: Buch, das gelesen wurde, sich aber in einem guten Zustand befindet. Der Einband weist nur sehr ...
ISBN
9781584503446
Kategorie

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Product Identifiers

Publisher
Charles River Apparel Media
ISBN-10
1584503440
ISBN-13
9781584503446
eBay Product ID (ePID)
30454619

Product Key Features

Number of Pages
594 Pages
Publication Name
Ai Game Engine Programming
Language
English
Publication Year
2004
Subject
Programming / Games, Intelligence (Ai) & Semantics, General
Type
Textbook
Subject Area
Computers
Author
Brian Schwab
Format
Trade Paperback

Dimensions

Item Height
1.4 in
Item Weight
35.3 Oz
Item Length
9.1 in
Item Width
7.4 in

Additional Product Features

Intended Audience
Scholarly & Professional
LCCN
2004-016330
Dewey Edition
22
Illustrated
Yes
Dewey Decimal
794.8/1526
Table Of Content
Part I Introduction 1 1 Basic Definitions and Concepts 2 An AI Engine: The Basic Components and Design 3 AIsteroids: Our AI Test Bed Part II Game Genres 65 4 Role Playing Games (RPGs) 5 Adventure Games 6 Real-Time Strategy (RTS) Games 7 First-Person Shooters/Third-Person Shooters (FTPS) 8 Platform Games 9 Shooter Games 10 Sports Games 11 Racing Games 12 Classic Strategy Games 13 Fighting Games 14 Miscellaneous Genres of Note Part III Basic AI Engine Techniques 239 15 Finite-State Machines 16 Fuzzy-State Machines (FuSMs) 17 Message-Based Systems 18 Scripting Systems 19 Location-Based Information Systems Part IV Advanced AI Engine Techniques 411 20 Genetic Algorithms 21 Neural Networks 22 Other Techniques of Note Part V Real Game AI Development 513 23 Distributed AI Design 24 Common AI Development Concerns 25 Debugging 26 Conclusions, and the Future Appendix: About the CD-ROM
Synopsis
AI Game Engine Programming provides game developers with the tools and wisdom necessary to create modern game AI engines. It takes programmers from theory to actual game development, with usable code frameworks designed to go beyond merely detailing how a technique might be used. In addition, it surveys the capabilities of the different techniques used. In addition, it surveys the capabilities of the different techniques used in some current AI engines, and covers common pitfalls, design considerations, and optimizations. If you're having difficulty determining which techniques to use, or looking for working code best suited to a particular game, you'll find the answers here. You'll also find a clean, usable interface for a variety of game AI techniques with an emphasis on primary decision-making paradigms.The book provides insightful coverage of a variety of subjects important to AI engine development, and ties them together masterfully to form an indispensable reference. Part I provides an overall look at game AI, covers the basic terminology used in the book, reviews underlying concepts of game AI, and dissects the parts of a game AI engine. Part II covers specific game genres (RPG, TRS, FTPS, Shooter, Sports, Racing, Strategy, Adventure, Fighting, Platform, and miscellaneous) and explains how they use different AU paradigms. It also covers the move common solutions to the problems posed by each genre. Some of the problems include, dealing with direct AI and human interactions, using scripting languages appropriately, and general intelligence/entertainment balancing. Part III provides the actual code implementations for the basic AI techniques such as finite state machines, fuzzy state machines, message board systems, scripted systems, and location-based information systems. And, Part IV covers the move advanced techniques, including genetic algorithms, neural networks, artificial life, planning algorithms, and decision trees. The book concludes wit, AI Game Engine Programming provides game developers with the tools and wisdom necessary to create modern game AI engines. It takes programmers from theory to actual game development, with usable code frameworks designed to go beyond merely detailing how a technique might be used. In addition, it surveys the capabilities of the different techniques used. In addition, it surveys the capabilities of the different techniques used in some current AI engines, and covers common pitfalls, design considerations, and optimizations. If you're having difficulty determining which techniques to use, or looking for working code best suited to a particular game, you'll find the answers here. You'll also find a clean, usable interface for a variety of game AI techniques with an emphasis on primary decision-making paradigms. The book provides insightful coverage of a variety of subjects important to AI engine development, and ties them together masterfully to form an indispensable reference. Part I provides an overall look at game AI, covers the basic terminology used in the book, reviews underlying concepts of game AI, and dissects the parts of a game AI engine. Part II covers specific game genres (RPG, TRS, FTPS, Shooter, Sports, Racing, Strategy, Adventure, Fighting, Platform, and miscellaneous) and explains how they use different AU paradigms. It also covers the move common solutions to the problems posed by each genre. Some of the problems include, dealing with direct AI and human interactions, using scripting languages appropriately, and general intelligence/entertainment balancing. Part III provides the actual code implementations for the basic AI techniques such as finite state machines, fuzzy state machines, message board systems, scripted systems, and location-based information systems. And, Part IV covers the move advanced techniques, including genetic algorithms, neural networks, artificial life, planning algorithms, and decision trees. The book concludes wit
LC Classification Number
QA76.76.C672

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