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AI for Games

Gebonden Engels 2019 9781138483972
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Samenvatting

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 FeaturesA comprehensive professional tutorial and reference to implement true AI in gamesIncludes new exercises so readers can test their comprehension and understanding of the concepts and practices presentedRevised and updated to cover new techniques and advances in AIWalks the reader through the entire game AI development process

Specificaties

ISBN13:9781138483972
Taal:Engels
Bindwijze:gebonden
Aantal pagina's:1010
Uitgever:CRC Press
Druk:3
Verschijningsdatum:21-3-2019
Hoofdrubriek:IT-management / ICT

Expertrecensies (1)

Quintus Hegie | 14 januari 2020
The 3rd edition of Ian Millington’s book “AI (Artificial Intelligence) for Games” is to be read for sure by professionals as a handy and complete reference, as well as an proper introduction to creating compelling AI in (video) games that matches the level of well-known commercial games over the past decennia.Lees verder

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Over Ian Millington

Ian Millington is a partner of IPR Ventures, a consulting company developing next-generation AI technologies for entertainment, modeling, and simulation. Previously he founded Mindlathe Ltd, the largest specialist AI middleware company in computer games, working with on a huge range of game genres and technologies. He has a long background in AI, including PhD research in complexity theory and natural computing. He has published academic and professional papers and articles on topics ranging from paleontology to hypertext.

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Inhoudsopgave

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.

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        AI for Games