AI game programming Wisdom 2 / edited by Steve Rabin.

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Detalles Bibliográficos
Otros Autores: Rabin, Steve
Formato: Libro
Lenguaje:Inglés
Publicado: Hingham, Mass. : Charles River Media, 2004
Materias:
Aporte de:Registro referencial: Solicitar el recurso aquí
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245 0 0 |a AI game programming Wisdom 2 /   |b edited by Steve Rabin. 
260 |a Hingham, Mass. :   |b Charles River Media,   |c 2004 
300 |a xxxv, 732 p. :   |b il., col. ;   |c 24 cm. +   |e 1 cd-rom, 
500 |a El cd incluye código fuente, demos, tutoriales, recursos web, artículos complementarios e imágenes. 
504 |a Incluye bibliografía. 
505 0 |a Section 1. General Wisdom. Common game AI (Artificial Intelligence) techniques. Promising game AI techniques. New paradigms in Artificial Intelligence. Artificial Stupidity: the art of international mistakes. Arcada AI Doesn't have to be dumb!. The Statistics of random numbers. Filtered randomness for al decisions and game logic. Section 2. Pathfinding and movement. Search space representations. Inexpensive precomputed pathfinding using a navigation set hierarchy. Path look-up tables-Small is beautiful. An overview of navigation systems. Jumping, climbing, and tactical reasoning: how to get more out of a navigation systems. Hunting down the player in a convincing manner. Avoiding dynamic obstacles and hazards. Intelligent steering using PID controllers. An AI approach to creating an Intelligent Camera System. Section 3. Group movement, tactics, and planning. Constraining autonomus character behavior with human concepts. Simple techniques for coordinated behavior. Team member AI in a FPS. Applying goal-oriented action planning to games. Hierarchical planning in dynamics worlds. Goal directed behavior using composite tasks. Section 4. AI Animation control. Simplified animation selection. Pluggable animations. Intelligent movement animation for NPCs. Section 5. State machines. The ultimate guide to FSMs in games. Stack-based finite-state machines. Implementing a data-driven finite-state machine. Finite-state machine scripting language for designers. Section 6. Architecture. A subsumption architecture for character-based games. An architectural for A-life. A flexible tagging system for al resource selection... Section 7. FPS, RTS, and strategy AI. Section 8. Racing and sports AI. Section 9. Scripting. Section 10. Learning. Section 11. Genetic algorithms and neural networks. Section 12. Speech recognition and dialogue. 
650 4 |a PROGRAMACION DE VIDEOJUEGOS 
650 4 |a VIDEOJUEGOS 
650 4 |a GRAFICOS POR COMPUTADORA 
650 4 |a INTELIGENCIA ARTIFICIAL 
653 |a INFORMATICA 
700 1 |a Rabin, Steve 
930 |a INFORMATICA 
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