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![]() | AI Game Engine ProgrammingCharles River Media | 2004 | 594 blz. | Brian SchwabImprove your AI engine development process by examining the breakdown of individual games in various genres and learn what really works. Find in-depth insights and ready-to-use programming techniques to use in your own AI engines Tutorial for Developers, Intermediate and Advanced Level onze prijs € 39,90 incl. BTW (€ 37,64 excl. BTW) — ISBN: 9781584503446 | 1584503440 |
| Verzendkosten slechts € 1,95 (voor bestellingen boven de 20 euro in Nederland, daaronder € 4,95) | ||||
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| The book provides insightful coverage of a variety of subjects important to AI engine development, and ties them together masterfully to form an indispensable reference.
Part I provides an overall look at game AI, covers the basic terminology used in the book, reviews underlying concepts of game AI, and dissects the parts of a game AI engine. Part II covers specific game genres (RPG, TRS, FTPS, Shooter, Sports, Racing, Strategy, Adventure, Fighting, Platform, and miscellaneous) and explains how they use different AU paradigms. It also covers the move common solutions to the problems posed by each genre. Some of the problems include, dealing with direct AI and human interactions, using scripting languages appropriately, and general intelligence/entertainment balancing. Part III provides the actual code implementations for the basic AI techniques such as finite state machines, fuzzy state machines, message board systems, scripted systems, and location-based information systems. Part IV covers the move advanced techniques, including genetic algorithms, neural networks, artificial life, planning algorithms, and decision trees. Part V looks at "real game AI development." The areas covered here focus on how distributed AI works as an overall paradigm that can help with the organization of any AI engine. There is also coverage of common AI development, debugging & tuning, and the future of AI. On CD-ROM: The source code compiled using MS Visual C++ 6.0, the compiled binaries; the GLUT wrapper for OpenGL library, and the Lua language library; useful bookmarks; The figures from the book. | ||
| soort artikel | computerboeken | ||
| ons bestelnummer | 2064-F8 | ||
| titel | AI Game Engine Programming | ||
| onderwerp | spellen programmeren | ||
| uitgever | Charles River Media [CHAr ] | ||
| website uitgever | www.charlesriver.com | ||
| ISBN-13 | 978-1-58450-344-6 | 9781584503446 | ||
| ISBN-10 | 1-58450-344-0 | 1584503440 | ||
| gepubliceerd in | 2004 | ||
| geschreven door | Brian Schwab | ||
| dit boek behandelt | US versie | ||
| taal van het boek | Engels US | ||
| aantal bladzijden | 594 | ||
| uitvoering | softcover | ||
| medium | met CD-ROM | ||
| geïmporteerd door | Computercollectief BV | ||
| artikelcode fabrikant | 978-1-58450-344-6 | ||
| barcodes | 9781584503446 / 619587034409 |
| naar uitvoerig | compact overzicht | Nog 54 andere boeken over spellen programmeren | ||
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