AI for game developers:
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Beijing u.a.
O'Reilly
2004
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XV, 371 S. graph. Darst. |
ISBN: | 0596005555 9780596005559 |
Internformat
MARC
LEADER | 00000nam a2200000 c 4500 | ||
---|---|---|---|
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020 | |a 9780596005559 |9 978-0-596-00555-9 | ||
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084 | |a DAT 758f |2 stub | ||
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100 | 1 | |a Bourg, David M. |e Verfasser |4 aut | |
245 | 1 | 0 | |a AI for game developers |c David M. Bourg ; Glenn Seemann |
264 | 1 | |a Beijing u.a. |b O'Reilly |c 2004 | |
300 | |a XV, 371 S. |b graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
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650 | 4 | |a Künstliche Intelligenz | |
650 | 4 | |a Artificial intelligence | |
650 | 4 | |a Computer games |x Design | |
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Datensatz im Suchindex
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adam_text | AL FOR GAME DEVELOPERS DAVID M. BOURG AND GLENN SEEMANN O REILLY*
BEIJING * CAMBRIDGE * FARNHAM * KOELN * PARIS * SEBASTOPOL * TAIPEI *
TOKYO TABLE OF CONTENTS PREFACE IX 1. INTRODUCTION TO GAME AL 1
DETERMINISTIC VERSUS NONDETERMINISTIC AI 2 ESTABLISHED GAME AI 3 THE
FUTURE OF GAME AI 4 2. CHASING AND EVADING 6 BASIC CHASING AND EVADING 7
LINE-OF-SIGHT CHASING 9 LINE-OF-SIGHT CHASING IN TILED ENVIRONMENTS 10
INTERCEPTING 20 3. PATTERN MOVEMENT 27 STANDARD ALGORITHM 28 PATTERN
MOVEMENT IN TILED ENVIRONMENTS 30 PATTERN MOVEMENT IN PHYSICALLY
SIMULATED ENVIRONMENTS 38 * FLOCKING 52 CLASSIC FLOCKING 53 FLOCKING
EXAMPLE 55 OBSTACLE AVOIDANCE 73 FOLLOW THE LEADER 76 5. POTENTIAL
FUNCTION-BASED MOVEMENT 80 HOW CAN YOU USE POTENTIAL FUNCTIONS FOR GAME
AI? 80 CHASING/EVADING 82 V OBSTACLE AVOIDANCE 87 SWARMING 89
OPTIMIZATION SUGGESTIONS 94 6. BASIC PATHFINDING AND WAYPOINTS 96 BASIC
PATHFINDING 96 BREADCRUMB PATHFINDING 101 PATH FOLLOWING 109 WALL
TRACING 115 WAYPOINT NAVIGATION 120 7. A* PATHFINDING 126 DEFINING THE
SEARCH AREA 126 STARTING THE SEARCH 128 SCORING 132 FINDING A DEAD END
141 TERRAIN COST 141 INFLUENCE MAPPING 146 FURTHER INFORMATION 148 8.
SCRIPTED AL AND SCRIPTING ENGINES 149 SCRIPTING TECHNIQUES 149 SCRIPTING
OPPONENT ATTRIBUTES 150 BASIC SCRIPT PARSING 151 SCRIPTING OPPONENT
BEHAVIOR 154 SCRIPTING VERBAL INTERACTION 157 SCRIPTING EVENTS 162
FURTHER INFORMATION 164 9. FINITE STATE MACHINES 165 BASIC STATE MACHINE
MODEL 165 FINITE STATE MACHINE DESIGN 168 ANT EXAMPLE 170 FURTHER
INFORMATION 187 10. FUZZY LOGIC 188 HOW CAN YOU USE FUZZY LOGIC IN
GAMES? 190 FUZZY LOGIC BASICS 192 CONTROL EXAMPLE 205 THREAT ASSESSMENT
EXAMPLE 207 VI | TABLE OF CONTENTS RULE-BASED SYSTEM BASICS 214 FIGHTING
GAME STRIKE PREDICTION 218 FURTHER INFORMATION 226 12. BASIC PROBABILITY
228 HOW DO YOU USE PROBABILITY IN GAMES? 228 WHAT IS PROBABILITY? 232
PROBABILITY RULES 238 CONDITIONAL PROBABILITY 242 13. DECISIONS UNDER
UNCERTAINTY*BAYESIAN TECHNIQUES 244 WHAT IS A BAYESIAN NETWORK? 245
TRAPPED? 249 TREASURE? 254 BY AIR OR LAND 258 KUNG FU FIGHTING 262
FURTHER INFORMATION 267 14. NEURAL NETWORKS 269 DISSECTING NEURAL
NETWORKS 274 TRAINING 285 NEURAL NETWORK SOURCE CODE 289 CHASING AND
EVADING WITH BRAINS 305 FURTHER INFORMATION 315 15. GENETIC ALGORITHMS
316 EVOLUTIONARY PROCESS 317 EVOLVING PLANT LIFE 321 GENETICS IN GAME
DEVELOPMENT 327 FURTHER INFORMATION 347 APPENDIX: VECTOR OPERATIONS 349
INDEX 359
|
any_adam_object | 1 |
author | Bourg, David M. |
author_facet | Bourg, David M. |
author_role | aut |
author_sort | Bourg, David M. |
author_variant | d m b dm dmb |
building | Verbundindex |
bvnumber | BV019745616 |
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_tum | DAT 758f DAT 700f |
ctrlnum | (OCoLC)56641979 (DE-599)BVBBV019745616 |
dewey-full | 006.30247948 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.30247948 |
dewey-search | 006.30247948 |
dewey-sort | 16.30247948 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Book |
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id | DE-604.BV019745616 |
illustrated | Illustrated |
indexdate | 2024-07-09T20:05:10Z |
institution | BVB |
isbn | 0596005555 9780596005559 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-013072246 |
oclc_num | 56641979 |
open_access_boolean | |
owner | DE-1051 DE-91G DE-BY-TUM |
owner_facet | DE-1051 DE-91G DE-BY-TUM |
physical | XV, 371 S. graph. Darst. |
publishDate | 2004 |
publishDateSearch | 2004 |
publishDateSort | 2004 |
publisher | O'Reilly |
record_format | marc |
spelling | Bourg, David M. Verfasser aut AI for game developers David M. Bourg ; Glenn Seemann Beijing u.a. O'Reilly 2004 XV, 371 S. graph. Darst. txt rdacontent n rdamedia nc rdacarrier Künstliche Intelligenz Artificial intelligence Computer games Design Künstliche Intelligenz (DE-588)4033447-8 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 Künstliche Intelligenz (DE-588)4033447-8 s 1\p DE-604 Seemann, Glenn Sonstige oth GBV Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=013072246&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Bourg, David M. AI for game developers Künstliche Intelligenz Artificial intelligence Computer games Design Künstliche Intelligenz (DE-588)4033447-8 gnd Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd |
subject_GND | (DE-588)4033447-8 (DE-588)4010457-6 (DE-588)4076370-5 |
title | AI for game developers |
title_auth | AI for game developers |
title_exact_search | AI for game developers |
title_full | AI for game developers David M. Bourg ; Glenn Seemann |
title_fullStr | AI for game developers David M. Bourg ; Glenn Seemann |
title_full_unstemmed | AI for game developers David M. Bourg ; Glenn Seemann |
title_short | AI for game developers |
title_sort | ai for game developers |
topic | Künstliche Intelligenz Artificial intelligence Computer games Design Künstliche Intelligenz (DE-588)4033447-8 gnd Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd |
topic_facet | Künstliche Intelligenz Artificial intelligence Computer games Design Computerspiel Programmierung |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=013072246&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT bourgdavidm aiforgamedevelopers AT seemannglenn aiforgamedevelopers |