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Introduction to game AI

著者: Neil Kirby
出版: Boston : Course Technology/Cengage Learning, ©2011.
エディション/フォーマット:   book_printbook : Englishすべてのエディションとフォーマットを見る
データベース:WorldCat
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ドキュメントの種類: 図書
すべての著者/寄与者: Neil Kirby
ISBN: 9781598639988 1598639986
OCLC No.: 649019141
物理形態: xiii, 385 pages : illustrations ; 23 cm + 1 CD-ROM (4 3/4 in.)
コンテンツ: Machine generated contents note: ch. 1 What is Game Al? --
introduction to Visual Basic --
Getting Visual Basic --
Hit Point Calculator Project --
Chapter Summary --
Chapter Review --
References --
ch. 2 Simple Hard-Coded Al --
Good, the Bad, and the Ugly --
Good --
Bad --
Ugly --
Projects --
Simple Thermostat --
Analysis --
More Sophisticated Implementation --
State of the Art --
Chapter Summary --
Chapter Review --
Exercises --
ch. 3 Finite State Machines (FSMs) --
What are FSMs? --
Design and Analysis --
Single-Transition Review --
Multiple-Transition Review --
Complexity --
Failure Modes --
Projects --
Brief Foray into Object-Oriented Programming --
FSM Objects --
Creating the Monster Al Project --
Chapter Summary --
Chapter Review --
Exercises --
References --
ch. 4 Rule-Based Systems --
What is a Rule-Based Al? --
Design and Analysis --
Advantages --
Disadvantages --
Minesweeper Project --
Implementing the Basic Game --
Implementing the Al --
Chapter Summary --
Chapter Review --
Exercises --
References --
ch. 5 Random and Probabilistic Systems --
Can That Be Al? --
Computing the Odds --
Monte Carlo Methods --
Precomputing --
Faking it --
Using the Odds: Factors to Consider --
Design and Analysis --
Advantages --
Disadvantages --
Day in the Life Project --
Simulation --
Occupations --
Simulated People --
Complexity --
Implementing the Basic Game --
Implementing the Al --
Finishing the Code --
Results --
Chapter Summary --
Chapter Review --
Exercises --
References --
ch. 6 Look-Ahead: The First Step of Planning --
Evaluation Functions --
Pruning --
Heuristics --
Complexity Without Heuristics --
Complexity with the Line Heuristics --
Complexity with Depth-Limit Heuristics --
Drawbacks to Heuristics --
Discrete Moves --
Knowledge Representation --
Advantages to Look-Ahead --
Disadvantages --
Applicability --
Fox and Hounds Project --
Moves and Neighbors --
What is Needed for Game State? --
Evolution of the Evaluation Function --
Game Board User Interface --
Implementing Moves and Neighbors --
Graphical Squares --
Implementing Game State --
Board Code --
Enabling the Player's User Interface --
Adding the Al --
Chapter Summary --
Chapter Review --
Exercises --
References --
ch. 7 Book of Moves --
This Seems Familiar --
Killer Moves --
Hybrid Al --
Chess --
Twixt --
Minesweeper --
Advantages --
Disadvantages --
Projects --
Fox and Hounds --
Minesweeper --
Chapter Summary --
Chapter Review --
Exercises --
References --
ch. 8 Emergent Behavior --
Give My Creature ALife! --
Proven Recipes --
Interaction --
Simple Behaviors --
Between Order and Chaos --
Feedback and Control --
Reinforcement --
Timing --
Beyond Steering --
Advantages --
Disadvantages --
Cars and Trucks Project --
Road and the Vehicles --
Movement and Animation --
Chapter Summary --
Chapter Review --
Exercises --
References --
ch. 9 Evoking Emotions on the Cheap --
What Emotions Do Popular Games Invoke? --
Music --
Mood --
Clothing --
Lighting --
Texturing --
Plot --
Camera --
Wide Skill Set --
Modeling Emotional States --
Advantages --
Disadvantages --
Projects --
Using Action States for Emotion States --
Using a Separate FSM for Emotions --
Modeling Needs and Relationships --
Chapter Summary --
Chapter Review --
Exercises --
References --
ch. 10 Topics to Pursue from Here --
Path Finding --
A Example --
Details in the Lists --
Caveats --
Machine Learning --
Training --
Why Don't These Methods Get Used in Games? --
Neural Networks --
Genetic Algorithms --
Behavior Trees --
Top-Down Evaluation --
Bottom-Up Evaluation --
Advantages --
Planning --
STRIPS --
GOAP --
HTN --
Resources --
Chapter Summary --
Chapter Review --
Exercises --
References --
Appendix Answers to Chapter Review Questions --
ch. 1 What is Game Al? --
ch. 2 Simple Hard-Coded Al --
ch. 3 Finite State Machines (FSMs) --
ch. 4 Rule-Based Systems --
ch. 5 Random and Probabilistic Systems --
ch. 6 Look-Ahead: The First Step of Planning --
ch. 7 Book of Moves --
ch. 8 Emergent Behavior --
ch. 9 Evoking Emotions on the Cheap --
ch. 10 Topics to Pursue from Here.
責任者: Neil Kirby.

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出版社によるあらすじ

Chapter 1. Introduction: Game AI and How to Use This Book. Chapter 2. Simple Hard-Coded AI. Chapter 3. Finite State Machines. Chapter 4. Rule-Based AI. Chapter 5. Introduction to Random and 続きを読む

 
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