AI game programming wisdom:
Gespeichert in:
Format: | Buch |
---|---|
Sprache: | English |
Veröffentlicht: |
Hingham, Mass.
Charles River Media
2002
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Includes bibliographical references and index |
Beschreibung: | XXXII, 672 S. Ill., graph. Darst. 1 CD-ROM (12 cm) |
Format: | System requirements for accompanying CD-ROM: Windows 95 or Windows NT4 or later. |
ISBN: | 9781584500773 1584500778 |
Internformat
MARC
LEADER | 00000nam a2200000zc 4500 | ||
---|---|---|---|
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003 | DE-604 | ||
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035 | |a (OCoLC)48691373 | ||
035 | |a (DE-599)BVBBV014340573 | ||
040 | |a DE-604 |b ger |e aacr | ||
041 | 0 | |a eng | |
044 | |a xxu |c US | ||
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084 | |a SU 500 |0 (DE-625)143695: |2 rvk | ||
084 | |a DAT 758f |2 stub | ||
084 | |a DAT 760f |2 stub | ||
245 | 1 | 0 | |a AI game programming wisdom |c ed. by Steve Rabin |
264 | 1 | |a Hingham, Mass. |b Charles River Media |c 2002 | |
300 | |a XXXII, 672 S. |b Ill., graph. Darst. |e 1 CD-ROM (12 cm) | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Includes bibliographical references and index | ||
538 | |a System requirements for accompanying CD-ROM: Windows 95 or Windows NT4 or later. | ||
650 | 7 | |a Computergraphics |2 gtt | |
650 | 7 | |a Computerspelen |2 gtt | |
650 | 7 | |a Infographie |2 ram | |
650 | 7 | |a Intelligence artificielle |2 ram | |
650 | 7 | |a Kunstmatige intelligentie |2 gtt | |
650 | 7 | |a Ludiciels - Programmation |2 ram | |
650 | 7 | |a Programmeren (computers) |2 gtt | |
650 | 7 | |a Vormgeving |2 gtt | |
650 | 4 | |a Künstliche Intelligenz | |
650 | 4 | |a Computer games |x Design | |
650 | 4 | |a Computer games |x Programming | |
650 | 4 | |a Computer graphics | |
650 | 0 | 7 | |a Künstliche Intelligenz |0 (DE-588)4033447-8 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Computeranimation |0 (DE-588)4199710-4 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Computerspiel |0 (DE-588)4010457-6 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Programmierung |0 (DE-588)4076370-5 |2 gnd |9 rswk-swf |
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689 | 1 | 1 | |a Programmierung |0 (DE-588)4076370-5 |D s |
689 | 1 | 2 | |a Künstliche Intelligenz |0 (DE-588)4033447-8 |D s |
689 | 1 | |5 DE-604 | |
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689 | 2 | 1 | |a Programmierung |0 (DE-588)4076370-5 |D s |
689 | 2 | 2 | |a Künstliche Intelligenz |0 (DE-588)4033447-8 |D s |
689 | 2 | |5 DE-604 | |
700 | 1 | |a Rabin, Steve |e Sonstige |4 oth | |
856 | 4 | 2 | |m Digitalisierung UB Bayreuth |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=009835251&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-009835251 |
Datensatz im Suchindex
_version_ | 1804129235718111232 |
---|---|
adam_text | Contents
Preface
........................................................xi
Acknowledgments
..............................................xv
About the Cover Images
........................................xvii
Author Bios
...................................................xix
SECTION
1
GENERAL WISDOM
........................................1
1.1
The Evolution of Game
Al
........................................3
Paul Tozour
1.2
The Illusion of Intelligence
......................................16
Bob Scott
1.3
Solving the Right Problem
.............................. ........21
NeilKirby
1.4 12
Tips from the Trenches
......................................29
JeffOrkin
SECTION
2
USEFUL TECHNIQUES AND SPECIALIZED SYSTEMS
......37
2.1
Building an
Al
Diagnostic Toolset
................................39
Paul Tozour
2.2
A General-Purpose Trigger System
...............................46
JeffOrkin
2.3
A Data-Driven Architecture for Animation Selection
................55
JeffOrkin
2.4
Realistic Character Behavior with Prioritized,
Categorized Animation
........................................64
JeffOrkin
V
vj
Contents
2.5
Designing a GUI Tool to Aid in the Development of
Finite-State Machines
........................................71
Phil Carlisle
2.6
The Beauty of Response Curves
.................................78
Bob Akxander
2.7
Simple and Efficient Line-of-Sight for
3D
Landscapes
..............83
Tom Vykruta
2.8
An Open-Source Fuzzy Logic Library
.............................90
Michael Zarozinski
SECTION
3
PATHFINDING WITH A*
..................................103
3.1
Basic A* Pathfinding Made Simple
..............................105
James Matthews
3.2
Generic A* Pathfinding
........................................114
Dan Higgins
3.3
Pathfinding Design Architecture
................................122
Dan Higgins
3.4
How to Achieve Lightning-Fast A*
...............................133
Dan Higgins
3.5
Practical Optimizations for A* Path Generation
...................146
Timothy Cain
SECTION
4
PATHFINDING AND MOVEMENT
.........................153
4.1
Simple, Cheap Pathfinding
.....................................155
Mike Mika
and Chris CharL·
4.2
Preprocessed Solution for Open Terrain Navigation
...............161
Smith
Surasmith
4.3
Building a Near-Optimal Navigation Mesh
........................171
Paul Tozour
4.4
Realistic Turning between Waypoints
...........................186
Marco Pinter
4.5
Navigating Doors, Elevators, Ledges, and Other Obstacles
........193
John Hancock
Contents
vii
4.6 Simple
Swarms as an Alternative to Flocking
....................202
Tom Scutt
SECTION
5
TACTICAL ISSUES AND INTELLIGENT
GROUP MOVEMENT
..................................209
5.1
Strategic and Tactical Reasoning with Waypoints
.................211
Lars
Liden
5.2
Recognizing Strategic Dispositions: Engaging the Enemy
..........221
Steven Woodcock
5.3
Squad Tactics: Team
Al
and Emergent Maneuvers
................233
William van
der Sterren
5.4
Squad Tactics: Planned Maneuvers
.............................247
William van
der Sterren
5.5
Tactical Team
Al
Using a Command Hierarchy
...................260
John Reynolds
5.6
Formations
...................................................272
Chad Dawson
SECTION
6
GENERAL PURPOSE ARCHITECTURES
283
6.1
Architecting a Game
Al
........................................285
Bob Scott
6.2
An Efficient
Al
Architecture Using Prioritized Task Categories
.....290
Alex W. McLean
6.3
An Architecture Based on Load Balancing
.......................298
Bob Alexander
6.4
A Simple Inference Engine for a Rule-Based Architecture
.........305
Mike Christian
6.5
Implementing a State Machine Language
........................314
Steve Rabin
6.6
Enhancing a State Machine Language through Messaging
.........321
Steve Rabin
viii Contents
SECTION
7
DECISION-MAKING
ARCHITECTURES
...................331
7.1
Blackboard
Architectures
......................................333
Damian
IsL· and Bruce
Blumberg
7.2
Introduction
to Bayesian
Networks
and Reasoning
Under Uncertainty
...........................................345
Paul Tozour
7.3
A Rule-Based Architecture Using the Dempster-Shafer Theory
.....358
François
Dominic
Laramée
7.4
An Optimized Fuzzy Logic Architecture for Decision-Making
.......367
Thor
Alexander
7.5
A Flexible Goal-Based Planning Architecture
.....................375
John OBrien
SECTION
8
FPS,
RTS, AND RPG
Al
..................................385
8.1
First-Person Shooter
Al
Architecture
............................387
Paul Tozour
8.2
Architecting an RTS
Al
........................................397
Bob Scott
8.3
An Economic Approach to Goal-Directed Reasoning in an RTS
.....402
Vernon Harmon
8.4
The Basics of Ranged Weapon Combat
..........................411
Paul Tozour
8.5
Level-Of-betail
Al
for a Large Role-Playing Game
.................419
Mark Brockington
8.6
A Dynamic Reputation System Based on Event Knowledge
........426
Greg Alt and Kristin King
SECTION
9
RACING AND SPORTS
Al
................................437
9.1
Representing a Racetrack for the
Al
............................439
Gari Biasillo
9.2
Racing
Al
Logic
...............................................444
Gari
Biasillo
Contents
¡x
9.3 Training an AI
to Race.........................................
455
Gari Biasillo
9.4
Competitive
AI
Racing
under
Open
Street
Conditions
.............460
Joseph
С.
Adzima
9.5
Camera
Al
for Replays
........................................472
Sandeep V. Kharkar
9.6
Simulating Real Animal Behavior
...............................479
Sandeep V. Kharkar
9.7
Agent Cooperation in FSMs for Baseball
.........................486
P.
].
Snavely
9.8
Intercepting a Ball
............................................495
Noah Stein
SECTION
10
SCRIPTING
............................................503
10.1
Scripting: Overview and Code Generation
.......................505
Lee
Berger
10.2
Scripting: The Interpreter Engine
...............................511
Lee
Berger
10.3
Scripting: System Integration
..................................516
Lee
Berger
10.4
Creating Scripting Languages for Nonprogrammers
...............520
Falko Poiker
10.5
Scripting for Undefined Circumstances
..........................530
Jonty Barnes and Jason
Hutchens
10.6
The Perils of
Al
Scripting
......................................541
Paul Tozour
10.7
How Not to Implement a Basic Scripting Language
...............548
Mark Brockington and Mark Darrah
SECTION
11
LEARNING
.............................................555
11.1
Learning and Adaptation
.......................................557
John Manslow
χ
Contents
11.2
Varieties of Learning
..........................................567
Richard Evans
11.3
GoCap: Game Observation Capture
.............................579
Thor
Alexander
11.4
Pattern Recognition with Sequential Prediction
..................586
Fri
Mommersteeg
11.5
Using N-Gram Statistical Models to Predict Player Behavior
.......596
François
Dominic
Laramée
11.6
Practical Natural Language Learning
............................602
Jason Hutchens andjonty
Barnes
11.7
Testing Undefined Behavior as a Result of Learning
..............615
Jonty Barnes and Jason
Hutchens
11.8
Imitating Random Variations in Behavior Using a Neural Network.
. . 624
John Manslow
11.9
Genetic Algorithms: Evolving the Perfect Troll
...................629
François
Dominic
Laramée
11.10
The Dark Art of Neural Networks
...............................640
Alex J. Champandard
About the CD-ROM
............................................653
Index
.................................................655
|
any_adam_object | 1 |
building | Verbundindex |
bvnumber | BV014340573 |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 |
callnumber-search | QA76.76.C672 |
callnumber-sort | QA 276.76 C672 |
callnumber-subject | QA - Mathematics |
classification_rvk | ST 320 ST 324 SU 500 |
classification_tum | DAT 758f DAT 760f |
ctrlnum | (OCoLC)48691373 (DE-599)BVBBV014340573 |
dewey-full | 794.8/154469 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/154469 |
dewey-search | 794.8/154469 |
dewey-sort | 3794.8 6154469 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
format | Book |
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id | DE-604.BV014340573 |
illustrated | Illustrated |
indexdate | 2024-07-09T19:01:55Z |
institution | BVB |
isbn | 9781584500773 1584500778 |
language | English |
lccn | 2001008585 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-009835251 |
oclc_num | 48691373 |
open_access_boolean | |
owner | DE-473 DE-BY-UBG DE-91G DE-BY-TUM DE-1051 DE-858 DE-M347 DE-703 DE-92 |
owner_facet | DE-473 DE-BY-UBG DE-91G DE-BY-TUM DE-1051 DE-858 DE-M347 DE-703 DE-92 |
physical | XXXII, 672 S. Ill., graph. Darst. 1 CD-ROM (12 cm) |
publishDate | 2002 |
publishDateSearch | 2002 |
publishDateSort | 2002 |
publisher | Charles River Media |
record_format | marc |
spelling | AI game programming wisdom ed. by Steve Rabin Hingham, Mass. Charles River Media 2002 XXXII, 672 S. Ill., graph. Darst. 1 CD-ROM (12 cm) txt rdacontent n rdamedia nc rdacarrier Includes bibliographical references and index System requirements for accompanying CD-ROM: Windows 95 or Windows NT4 or later. Computergraphics gtt Computerspelen gtt Infographie ram Intelligence artificielle ram Kunstmatige intelligentie gtt Ludiciels - Programmation ram Programmeren (computers) gtt Vormgeving gtt Künstliche Intelligenz Computer games Design Computer games Programming Computer graphics Künstliche Intelligenz (DE-588)4033447-8 gnd rswk-swf Computeranimation (DE-588)4199710-4 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Programmierung (DE-588)4076370-5 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Programmierung (DE-588)4076370-5 s DE-604 Computeranimation (DE-588)4199710-4 s Künstliche Intelligenz (DE-588)4033447-8 s Rabin, Steve Sonstige oth Digitalisierung UB Bayreuth application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=009835251&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | AI game programming wisdom Computergraphics gtt Computerspelen gtt Infographie ram Intelligence artificielle ram Kunstmatige intelligentie gtt Ludiciels - Programmation ram Programmeren (computers) gtt Vormgeving gtt Künstliche Intelligenz Computer games Design Computer games Programming Computer graphics Künstliche Intelligenz (DE-588)4033447-8 gnd Computeranimation (DE-588)4199710-4 gnd Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd |
subject_GND | (DE-588)4033447-8 (DE-588)4199710-4 (DE-588)4010457-6 (DE-588)4076370-5 |
title | AI game programming wisdom |
title_auth | AI game programming wisdom |
title_exact_search | AI game programming wisdom |
title_full | AI game programming wisdom ed. by Steve Rabin |
title_fullStr | AI game programming wisdom ed. by Steve Rabin |
title_full_unstemmed | AI game programming wisdom ed. by Steve Rabin |
title_short | AI game programming wisdom |
title_sort | ai game programming wisdom |
topic | Computergraphics gtt Computerspelen gtt Infographie ram Intelligence artificielle ram Kunstmatige intelligentie gtt Ludiciels - Programmation ram Programmeren (computers) gtt Vormgeving gtt Künstliche Intelligenz Computer games Design Computer games Programming Computer graphics Künstliche Intelligenz (DE-588)4033447-8 gnd Computeranimation (DE-588)4199710-4 gnd Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd |
topic_facet | Computergraphics Computerspelen Infographie Intelligence artificielle Kunstmatige intelligentie Ludiciels - Programmation Programmeren (computers) Vormgeving Künstliche Intelligenz Computer games Design Computer games Programming Computer graphics Computeranimation Computerspiel Programmierung |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=009835251&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT rabinsteve aigameprogrammingwisdom |