Libros importados hasta 50% OFF + Envío Gratis a todo USA  Ver más

menú

0
  • argentina
  • chile
  • colombia
  • españa
  • méxico
  • perú
  • estados unidos
  • internacional
portada Artificial Intelligence for Computer Games (en Inglés)
Formato
Libro Físico
Editorial
Idioma
Inglés
N° páginas
200
Encuadernación
Tapa Blanda
Dimensiones
23.4 x 15.6 x 1.1 cm
Peso
0.30 kg.
ISBN13
9781493900534

Artificial Intelligence for Computer Games (en Inglés)

González-Calero, Pedro Antonio ; Gómez-Martín, Marco Antonio (Autor) · Springer · Tapa Blanda

Artificial Intelligence for Computer Games (en Inglés) - González-Calero, Pedro Antonio ; Gómez-Martín, Marco Antonio

Libro Físico

$ 161.04

$ 169.99

Ahorras: $ 8.95

5% descuento
  • Estado: Nuevo
Se enviará desde nuestra bodega entre el Miércoles 03 de Julio y el Jueves 04 de Julio.
Lo recibirás en cualquier lugar de Estados Unidos entre 1 y 3 días hábiles luego del envío.

Reseña del libro "Artificial Intelligence for Computer Games (en Inglés)"

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.

Opiniones del libro

Ver más opiniones de clientes
  • 0% (0)
  • 0% (0)
  • 0% (0)
  • 0% (0)
  • 0% (0)

Preguntas frecuentes sobre el libro

Todos los libros de nuestro catálogo son Originales.
El libro está escrito en Inglés.
La encuadernación de esta edición es Tapa Blanda.

Preguntas y respuestas sobre el libro

¿Tienes una pregunta sobre el libro? Inicia sesión para poder agregar tu propia pregunta.

Opiniones sobre Buscalibre

Ver más opiniones de clientes