𝔖 Scriptorium
✦   LIBER   ✦

πŸ“

Artificial Intelligence for Games

✍ Scribed by Funge, John;Millington, Ian


Publisher
CRC Press
Year
2016
Tongue
English
Leaves
895
Edition
2nd ed
Category
Library

⬇  Acquire This Volume

No coin nor oath required. For personal study only.

✦ Table of Contents


AI and GamesIntroductionWhat Is AI?Model of Game AIAlgorithms, Data Structures, and RepresentationsOn the WebsiteLayout of the BookGame AIThe Complexity FallacyThe Kind of AI in GamesSpeed and MemoryThe AI EngineTechniquesMovementThe Basics of Movement AlgorithmsKinematic Movement AlgorithmsSteering BehaviorsCombining Steering BehaviorsPredicting PhysicsJumpingCoordinated MovementMotor ControlMovement in the Third DimensionPathfindingThe Pathfinding GraphDijkstraAWorld RepresentationsImproving on AHierarchical PathfindingOther Ideas in PathfindingContinuous Time PathfindingMovement PlanningDecision MakingOverview of Decision MakingDecision TreesState MachinesBehavior TreesFuzzy LogicMarkov SystemsGoal-Oriented BehaviorRule-Based SystemsBlackboard ArchitecturesScriptingAction ExecutionTactical and Strategic AIWaypoint TacticsTactical AnalysesTactical PathfindingCoordinated ActionLearningLearning BasicsParameter ModificationAction PredictionDecision LearningNaive Bayes ClassifiersDecision Tree LearningReinforcement LearningArtificial Neural NetworksBoard GamesGame TheoryMinimaxingTransposition Tables and MemoryMemory-Enhanced Test AlgorithmsOpening Books and Other Set PlaysFurther OptimizationsTurn-Based Strategy GamesSupporting TechnologiesExecution ManagementSchedulingAnytime AlgorithmsLevel of DetailWorld InterfacingCommunicationGetting Knowledge EfficientlyEvent ManagersPolling StationsSense ManagementTools and Content CreationKnowledge for Pathfinding and Waypoint TacticsKnowledge for MovementKnowledge for Decision MakingThe ToolchainDesigning Game AIDesigning Game AIThe DesignShootersDrivingReal-Time StrategySportsTurn-Based Strategy GamesAI-Based Game GenresTeaching CharactersFlocking and Herding GamesAppendixBooks, Periodicals, and PapersGames

✦ Subjects


Artificial intelligence;Computer animation;Computer games--Programming;Electronic books;Computer games -- Programming


πŸ“œ SIMILAR VOLUMES


Artificial Intelligence For Games
✍ Ian Millington, John Funge πŸ“‚ Library πŸ“… 2009 πŸ› Morgan Kaufmann 🌐 English

Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in ga

Artificial Intelligence for Computer Gam
✍ Vadim Bulitko, Yngvi BjΓΆrnsson (auth.), Pedro Antonio GonzΓ‘lez-Calero, Marco Ant πŸ“‚ Library πŸ“… 2011 πŸ› Springer-Verlag New York 🌐 English

<p><p>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

Artificial Intelligence for Games, Secon
✍ Ian Millington, John Funge πŸ“‚ Library πŸ“… 2009 πŸ› Morgan Kaufmann 🌐 English

The vast majority of software development books, whether it be for line-of-business app dev or game development, seem to have little to no information that can be found via a casual internet search. This book is one of the few exceptions. There is a refreshing breadth and depth of game AI knowledg