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Artificial intelligence for computer games

Author: Pedro A González Calero; Marco Antonio Gómez-Martín
Publisher: New York : Springer, ©2011.
Edition/Format:   eBook : Document : EnglishView all editions and formats
Database:WorldCat
Summary:
Techniques used for Artificial Intelligence (AI) in commercial video games are still far from state-of-the art in Academia, but with graphics in video games coming close to photo realistic quality, and multi-processor architectures getting common in console and PC game platforms, sophisticated AI is getting into the focus of the video game industry as the next big thing for enhancing the player experience.  Read more...
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Genre/Form: Electronic books
Additional Physical Format: Print version:
Artificial intelligence for computer games.
New York : Springer, 2011
(DLC) 2011922495
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Pedro A González Calero; Marco Antonio Gómez-Martín
ISBN: 9781441981882 1441981888
OCLC Number: 710153897
Description: 1 online resource (xii, 200 pages) : illustrations
Contents: Real-Time Heuristic Search for Pathfinding in Video Games --
Embedding Information into Game Worlds to Improve Interactive Intelligence --
Empowering Designers with Libraries of Self-Validated Query-Enabled Behaviour Trees --
Game AI for Domination Games --
Case-Based Reasoning and User-Generated Artificial Intelligence for Real-Time Strategy Games --
Game AI as Storytelling --
Intelligent Machinima Generation for Visual Storytelling --
Intelligent Adaptive Lighting Enhancing the Video Game Experience.
Responsibility: Pedro Antonio González-Calero, Marco Antonio Gómez-Martín, Editors.
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Abstract:

This reviews the integration of current academic AI techniques into electronic entertainment games, including pathfinding, decision making, learning complex behavior, and the latest real-time search  Read more...

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