Isbn: 9781441981875 - artificial intelligence for computer games (17 risultati)

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  • Lingua: Inglese

    Editore: Springer, 2011

    144198187X / 9781441981875

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  • Lingua: Inglese

    Editore: Springer, 2011

    144198187X / 9781441981875

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  • Lingua: Inglese

    Editore: Springer, 2011

    144198187X / 9781441981875

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  • Lingua: Inglese

    Editore: Springer, 2011

    144198187X / 9781441981875

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    Condizione: New. In English.

  • Lingua: Inglese

    Editore: Springer-Verlag New York Inc., US, 2011

    144198187X / 9781441981875

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    Hardback. Condizione: New. 2011 ed. The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration ofacademic AI techniques into current electronic entertainment games.The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is thecoverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players.Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actualcases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approachesrely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.…

  • Lingua: Inglese

    Editore: Springer New York, 2011

    144198187X / 9781441981875

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    Buch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration ofacademic AI techniques into current electronic entertainment games.The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is thecoverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players.Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actualcases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approachesrely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.…

  • Lingua: Inglese

    Editore: Springer, 2011

    144198187X / 9781441981875

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    EUR 215,49

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    Condizione: New. pp. 214.

  • Lingua: Inglese

    Editore: Springer Verlag, 2011

    144198187X / 9781441981875

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    Da: Revaluation Books, Exeter, Regno UnitoRevaluation Books

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    EUR 238,31

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    Hardcover. Condizione: Brand New. 200 pages. 9.25x6.25x0.75 inches. In Stock.

  • Lingua: Inglese

    Editore: Springer-Verlag New York Inc., US, 2011

    144198187X / 9781441981875

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    Hardback. Condizione: New. 2011 ed. The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration ofacademic AI techniques into current electronic entertainment games.The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is thecoverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players.Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actualcases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approachesrely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.…

  • Lingua: Inglese

    Editore: Springer, 2011

    144198187X / 9781441981875

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    EUR 267,03

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  • Lingua: Inglese

    Editore: Springer, 2011

    144198187X / 9781441981875

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    Hardcover. Condizione: Like New. LIKE NEW. SHIPS FROM MULTIPLE LOCATIONS. book.

  • Lingua: Inglese

    Editore: Springer, 2011

    144198187X / 9781441981875

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  • Lingua: Inglese

    Editore: Springer, 2011

    144198187X / 9781441981875

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  • Lingua: Inglese

    Editore: SPRINGER NATURE Mrz 2011, 2011

    144198187X / 9781441981875

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    Buch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration ofacademic AI techniques into current electronic entertainment games.The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is thecoverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players.Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actualcases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approachesrely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms. 200 pp. Englisch.…

  • Lingua: Inglese

    Editore: Springer New York, 2011

    144198187X / 9781441981875

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    Gebunden. Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Translates the last decades of research into practical ideas to enhance the computer game experiencePresents approaches for evolving interaction beyond the pre-scripted narratives normally encounteredIntegrates research into reinforced learning, case-base.…

  • Lingua: Inglese

    Editore: Springer, 2011

    144198187X / 9781441981875

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    EUR 225,31

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    Condizione: New. Print on Demand pp. 214 52:B&W 6.14 x 9.21in or 234 x 156mm (Royal 8vo) Case Laminate on White w/Gloss Lam.

  • Lingua: Inglese

    Editore: Springer, 2011

    144198187X / 9781441981875

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    Condizione: New. PRINT ON DEMAND pp. 214.