跳到内容
Introduction to game AI 预览资料
关闭预览资料
正在查...

Introduction to game AI

著者: Neil Kirby
出版商: Boston : Course Technology/Cengage Learning, ©2011.
版本/格式:   Print book : 英语查看所有的版本和格式
数据库:WorldCat
评估:

(尚未评估) 0 附有评论 - 争取成为第一个。

主题
更多类似这样的

 

在图书馆查找

&AllPage.SpinnerRetrieving; 正在查找有这资料的图书馆...

详细书目

文件类型:
所有的著者/提供者: Neil Kirby
ISBN: 9781598639988 1598639986
OCLC号码: 649019141
描述: xiii, 385 pages : illustrations ; 23 cm + 1 CD-ROM (4 3/4 in.)
内容: 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.
责任: Neil Kirby.

评论

社评

出版商概要

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 再读一些...

 
用户提供的评论
正在获取GoodReads评论...
正在检索DOGObooks的评论

标签

所有的用户标签 (4)

查看最热门的标签,展示的形式是: 标签列表 | 标签云(tag cloud)

相似资料

相关主题:(3)

这资料的用户列表 (1)

确认申请

你可能已经申请过这份资料。如果还是想申请,请选确认。

链接数据


Primary Entity

<http://www.worldcat.org/oclc/649019141> # Introduction to game AI
    a schema:CreativeWork, schema:Book ;
    library:oclcnum "649019141" ;
    library:placeOfPublication <http://id.loc.gov/vocabulary/countries/mau> ;
    library:placeOfPublication <http://dbpedia.org/resource/Boston> ; # Boston
    schema:about <http://dewey.info/class/794.81536/e22/> ;
    schema:about <http://id.loc.gov/authorities/subjects/sh95003476> ; # Computer games--Programming
    schema:about <http://id.worldcat.org/fast/872114> ; # Computer games--Programming
    schema:about <http://id.worldcat.org/fast/817247> ; # Artificial intelligence
    schema:about <http://id.loc.gov/authorities/subjects/sh2008101479> ; # Computer games--Design
    schema:about <http://id.worldcat.org/fast/872112> ; # Computer games--Design
    schema:bookFormat bgn:PrintBook ;
    schema:copyrightYear "2011" ;
    schema:creator <http://experiment.worldcat.org/entity/work/data/930487902#Person/kirby_neil> ; # Neil Kirby
    schema:datePublished "2011" ;
    schema:exampleOfWork <http://worldcat.org/entity/work/id/930487902> ;
    schema:inLanguage "en" ;
    schema:name "Introduction to game AI"@en ;
    schema:productID "649019141" ;
    schema:publication <http://www.worldcat.org/title/-/oclc/649019141#PublicationEvent/boston_course_technology_cengage_learning_2011> ;
    schema:publisher <http://experiment.worldcat.org/entity/work/data/930487902#Agent/course_technology_cengage_learning> ; # Course Technology/Cengage Learning
    schema:workExample <http://worldcat.org/isbn/9781598639988> ;
    wdrs:describedby <http://www.worldcat.org/title/-/oclc/649019141> ;
    .


Related Entities

<http://dbpedia.org/resource/Boston> # Boston
    a schema:Place ;
    schema:name "Boston" ;
    .

<http://experiment.worldcat.org/entity/work/data/930487902#Agent/course_technology_cengage_learning> # Course Technology/Cengage Learning
    a bgn:Agent ;
    schema:name "Course Technology/Cengage Learning" ;
    .

<http://experiment.worldcat.org/entity/work/data/930487902#Person/kirby_neil> # Neil Kirby
    a schema:Person ;
    schema:familyName "Kirby" ;
    schema:givenName "Neil" ;
    schema:name "Neil Kirby" ;
    .

<http://id.loc.gov/authorities/subjects/sh2008101479> # Computer games--Design
    a schema:Intangible ;
    schema:name "Computer games--Design"@en ;
    .

<http://id.loc.gov/authorities/subjects/sh95003476> # Computer games--Programming
    a schema:Intangible ;
    schema:name "Computer games--Programming"@en ;
    .

<http://id.worldcat.org/fast/817247> # Artificial intelligence
    a schema:Intangible ;
    schema:name "Artificial intelligence"@en ;
    .

<http://id.worldcat.org/fast/872112> # Computer games--Design
    a schema:Intangible ;
    schema:name "Computer games--Design"@en ;
    .

<http://id.worldcat.org/fast/872114> # Computer games--Programming
    a schema:Intangible ;
    schema:name "Computer games--Programming"@en ;
    .

<http://worldcat.org/isbn/9781598639988>
    a schema:ProductModel ;
    schema:isbn "1598639986" ;
    schema:isbn "9781598639988" ;
    .


Content-negotiable representations

关闭窗口

请登入WorldCat 

没有张号吗?很容易就可以 建立免费的账号.