AI game programming wisdom 4:
Gespeichert in:
Format: | Buch |
---|---|
Sprache: | English |
Veröffentlicht: |
Hingham, MA
Charles River Media
2008
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XXXVI, 699 S. Ill., graph. Darst. 1 CD-ROM (12 cm) |
ISBN: | 1584505230 9781584505235 |
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Datensatz im Suchindex
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adam_text | AI GAME PROGRAMMING WISDOM 4 EDITED BY STEVE RABIN CHARLES RIVER MEDIA A
PARI OFCOURSE TECHNOLOGY, CENGAGE LEARNING ; S COURSE TECHNOLOGY I *
CENGAGE LEARNING AUSTRALIA * BRAZIL * JAPAN * KOREA * MEXICO *
SINGAPORE * SPAIN * UNITED KINGDOM * UNITED STATES CONTENTS PREFACE IX
ABOUT THE COVER IMAGE XIII ACKNOWLEDGMENTS XV ABOUT THE CONTRIBUTORS
XVII SECTION 1 GENERAL WISDOM 1 1.1 SITUATIONIST GAME AI 3 ADAM RUSSELL
1.2 ARTIFICIAL PERSONALITY: A PERSONAL APPROACH TO AI 17 BENJAMIN
ELLINGER, MICROSOFT 1.3 CREATING DESIGNER TUNABLE AI 27 BORUT PFEIFER,
ELECTRONIC ARTS 1.4 AI AS A GAMEPLAY ANALYSIS TOOL 39 NEIL KIRBY, BELL
LABORATORIES 1.5 ECOLOGICAL BALANCE IN AI DESIGN 49 ADAM RUSSELL SECTION
2 MOVEMENT AND PATHFINDING 59 2.1 COMPANY OF HEROES SQUAD FORMATIONS
EXPIAINED 61 CHRIS JURNEY, KAOS STUDIOS 2.2 TURNING SPACES INTO PLACES
71 ADAM RUSSELL 2.3 DYNAMICAILY UPDATING A NAVIGATION MESH VIA EFFICIENT
POLYGON SUBDIVISION 83 PAUL MARDEN, DIGIPEN INSTITUTE OF TECHNOLOGY
FORREST SMITH, GAS POWERED GAMES 2.4 INTRINSIC DETAIL IN NAVIGATION MESH
GENERATION 95 COLT MAINROACH MCANLIS, ENSEMBLE STUDIOS JAMES STEWART,
STORMFRONT STUDIOS III IV CONTENTS 2.5 NAVIGATION MESH GENERATION: AN
EMPIRICAL APPROACH 113 DAVID HAMM, REDSTORM ENTERTAINMENT 2.6 NAVIGATION
GRAPH GENERATION IN HIGHLY DYNAMIC WORLDS. 125 RAMON AXELROD, ALSEEK 2.7
FAST PATHFINDING BASED ON TRIANGULATION ABSTRACTIONS 143 DOUGDEMYEN,
BIOWARE CORP. MICHAEL BUERO, UNIVERSITY OFALBERTA 2.8 AUTOMATIC PATH NODE
GENERATION FOR ARBITRARY 3D ENVIRONMENTS ... 159 JOHN W RATCLIFF,
SIMUTRONICS CORPORATION 2.9 RISK-ADVERSE PATHFINDING USING INFLUENCE
MAPS 173 FERNS PAANAKKER, WISHBONE GAMES B. V. 2.10 PRACTICAL
PATHFINDING IN DYNAMIC ENVIRONMENTS 179 PER-MAGNUS OLSSON, LINKOEPING
UNIVERSITY 2.11 POSTPROCESSING FOR HIGH-QUALITY TURNS 191 CHRIS JURNEY,
KAOS STUDIOS 2.12 MEMORY-EFFICIENT PATHFINDING ABSTRACTIONS 203 NATHAN
STURTEVANT, UNIVERSITY OFALBERTA SECTION 3 ARCHITECTURE 219 3.1 A
FLEXIBLE AI ARCHITECTURE FOR PRODUCTION AND PROTOTYPING OF GAMES 221
TERRY WELLMANN, HIGH VOLTAGE SOFTWARE, INC. 3.2 EMBRACING DECLARATIVE AI
WITH A GOAL-BASED APPROACH 229 KEVIN DILL, BLUE FANG GAMES 3.3 THE MARPO
METHODOLOGY: PLANNING AND ORDERS 239 BRETT LAMING, ROCKSTAR LEEDS 3.4
GETTING STARTED WITH DECISION MAKING AND CONTROL SYSTEMS 257 ALEXJ.
CHAMPANDARD, AIGAMEDEV.COM 3.5 KNOWLEDGE-BASED BEHAVIOR SYSTEM*A
DECISION TREE/FINITE STATE MACHINE HYBRID 265 NACHI LAU, LUCASARTS 3.6
THE EMOTION COMPONENT: GIVING CHARACTERS EMOTIONS 275 FERNS PAANAKKER,
WISHBONE GAMES B. V. ERIK VAN DER PLUIJM CONTENTS V 3.7 GENERIC
PERCEPTION SYSTEM 285 FRANK PUIG PIACERES 3.8 PEER-TO-PEER DISTRIBUTED
AGENT PROCESSING . 295 BORUT PFEIFER, ELECTRONIC ARTS 3.9 AI
ARCHITECTURES FOR MULTIPROCESSOR MACHINES 305 JESSICA D. BAYLISS, PH.D.,
ROCHESTER INSTITUTE OF TECHNOLOGY, INFORMATION TECHNOLOGY DEPARTMENT
3.10 LEVEL UP FOR FINITE STATE MACHINES: AN INTERPRETER FOR STATECHARTS
. 317 PHILIPP KOLHOJF, KING ART JOERN LOVISCACH, HOCHSCHULE BREMEN 3.11
BUILDING A BEHAVIOR EDITOR FOR ABSTRACT STATE MACHINES 333 IGOR
BOROVIKOV, FRAMEFREE TECHNOLOGIES, INC. ALEKSEY KADUKIN, ELECTRONIC ARTS
3.12 MULTI-AXIAL DYNAMIC THRESHOLD FUZZY DECISION ALGORITHM 347 DAVE
MARK, INTRINSIC ALGORITHM LLC SECTION 4 TACTICS AND PLANNING 359 4.1 RTS
TERRAIN ANALYSIS: AN IMAGE-PROCESSING APPROACH 361 JULIO OBELLEIRO,
ENIGMA SOFTWARE PRODUCTIONS RAUL SAMPEDRO, ENIGMA SOFTWARE PRODUCTIONS
DAVID HERNDNDEZ CERPA, ENIGMA SOFTWARE PRODUCTIONS 4.2 AN ADVANCED
MOTIVATION-DRIVEN PLANNING ARCHITECTURE 373 DAVID HERNDNDEZ CERPA,
ENIGMA SOFTWARE PRODUCTIONS JULIO OBELLEIRO, ENIGMA SOFTWARE PRODUCTIONS
4.3 COMMAND HIERARCHIES USING GOAL-ORIENTED ACTION PLANNING 383 DAVID
PITTMAN, STORMFRONT STUDIOS, INC. 4.4 PRACTICAL LOGIC-BASED PLANNING.
393 DANIEL WILHELM, CALIFORNIA INSTITUTE OF TECHNOLOGY 4.5
SIMULATION-BASED PLANNING IN RTS GAMES 405 FRANTISEK SAILER, UNIVERSITY
OFALBERTA MARC LANCTOT, UNIVERSITY OFALBERTA MICHAEL BUERO, UNIVERSITY
OFALBERTA 4.6 PARTICLE FILTERS AND SIMULACRA FOR MORE REALISTIC OPPONENT
TRACKING 419 CHRISTIAN J. DARKEN, THE MOVES INSTITUTE BRADLEY G.
ANDEREGG, ALION SCIENCE AND TECHNOLOGY CORPORATION VI CONTENTS 4.7 USING
BAYESIAN NETWORKS TO REASON ABOUT UNCERTAINTY 429 DEVIN HYDE 4.8 THE
ENGAGEMENT DECISION 443 BAYLOR WETZEL, BROWN COLLEGE SECTION 5 GENRE
SPECIFIC 455 5.1 A GOAL STACK-BASED ARCHITECTURE FOR RTS AI 457 DAVID
HERNDNDEZ CERPA, ENIGMA SOFTWARE PRODUCTIONS 5.2 A VERSATILE
CONSTRAINT-BASED CAMERA SYSTEM 467 JULIEN HAMAIDE, LOTACLE STUDIOS
BELGIUM/ELSEWHERE ENTERTAINMENT 5.3 SEEING IN 1D: PROJECTING THE WORLD
ONTO A LINE 479 ANDREW SLASINSKI 5.4 REACTION TIME WITH FITTS LAW 485
BAYLOR WETZEL, BROWN COLLEGE 5.5 ENABLING ACTIONS OF OPPORTUNITY WITH A
LIGHT-WEIGHT SUBSUMPTION ARCHITECTURE 493 HABIB LOEW, ARENANET CHAD
HINKLE, NINTENDO OF AMERICA INC. 5.6 TOWARD MORE HUMANLIKE NPCS FOR
FIRST-/THIRD-PERSON SHOOTER GAMES 499 DARREN DOHERTY, NATIONAL
UNIVERSITY OFLRELAND GALWAY COLM O RIORDAN, NATIONAL UNIVERSITY
OFLRELAND GALWAY 5.7 STOP GETTING SIDE-TRACKED BY SIDE-QUESTS 513 CURTIS
ONUCZKO, UNIVERSITY OF ALBER TA DUANE SZAFRON, UNIVERSITY OFALBERTA
JONATHAN SCHAEFFER, UNIVERSITY OFALBERTA SECTION 6 SCRIPTING AND
DIALOGUE 529 6.1 SPOKEN DIALOGUE SYSTEMS 531 HUGO PINTO, UNIVERSITY OF
SHEFFIELD ROBERTA CATIZONE, UNIVERSITY OF SHEFFIELD 6.2 IMPLEMENTING
STORY-DRIVEN GAMES WITH THE AID OF DYNAMICAL POLICY MODELS 551 FABIO
ZAMBETTA, SCHOOL OF COMPUTER SCIENCE & IT, RMIT UNIVERSITY CONTENTS VII
6.3 INDIVIDUALIZED NPC ATTITUDES WITH SOCIAL NETWORKS 571 CHRISTIAN J.
DARKEN, THE MOVES INSTITUTE JOHN D. KELLY, U.S. NAVY 6.4 SCRIPTING YOUR
WAY TO ADVANCED AI 57G ALISTAIR DOULIN, AURAN GAMES 6.5 DIALOGUE
MANAGERS 593 HUGO PINTO, UNIVERSITY OF SHEFFIELD SECTION 7 LEARNING AND
ADAPTATION 605 7.1 LEARNING WINNING POLICIES IN TEAM-BASED FIRST-PERSON
SHOOTER GAMES 607 STEPHEN LEE- URBAN, LEHIGH UNIVERSITY MEGAN SMITH,
LEHIGH UNIVERSITY HECTOR MUNOZ-AVILA, LEHIGH UNIVERSITY 7.2 ADAPTIVE
COMPUTER GAMES: EASING THE AUTHORIAL BUERDEN 617 MANISH MEHTA, GEORGIA
INSTITUTE OF TECHNOLOGY SANTI ONTANOEN, GEORGIA INSTITUTE OF TECHNOLOGY
ASHWIN RAM, GEORGIA INSTITUTE OF TECHNOLOGY 7.3 PLAYER MODELING FOR
INTERACTIVE STORYTELLING: A PRACTICAL APPROACH. . 633 DAVID THUE,
UNIVERSITY OFALBERTA VADIM BULITKO, UNIVERSITY OFALBERTA MARCIA SPETCH,
UNIVERSITY OFALBERTA 7.4 AUTOMATICALLY GENERATING SCORE FUNCTIONS FOR
STRATEGY GAMES .... 647 SANDER BAKKES, UNIVERSITEIT MAASTRICHT PIETER
SPRONCK, UNIVERSITEIT MAASTRICHT 7.5 AUTOMATIC GENERATION OF STRATEGIES
659 PIETER SPRONCK, MAASTRICHT UNIVERSITY, THE NETHERLANDS MARC PONSEN,
MAASTRICHT UNIVERSITY, THE NETHERLANDS 7.6 A PRACTICAL GUIDE TO
REINFORCEMENT LEARNING IN FIRST- PERSON SHOOTERS 671 MICHELLE
MCPARTLAND, UNIVERSITY OF QUEENSLAND ABOUT THE CD-ROM 685 INDEX 687
|
adam_txt |
AI GAME PROGRAMMING WISDOM 4 EDITED BY STEVE RABIN CHARLES RIVER MEDIA A
PARI OFCOURSE TECHNOLOGY, CENGAGE LEARNING ; S COURSE TECHNOLOGY I *
CENGAGE LEARNING" AUSTRALIA * BRAZIL * JAPAN * KOREA * MEXICO *
SINGAPORE * SPAIN * UNITED KINGDOM * UNITED STATES CONTENTS PREFACE IX
ABOUT THE COVER IMAGE XIII ACKNOWLEDGMENTS XV ABOUT THE CONTRIBUTORS
XVII SECTION 1 GENERAL WISDOM 1 1.1 SITUATIONIST GAME AI 3 ADAM RUSSELL
1.2 ARTIFICIAL PERSONALITY: A PERSONAL APPROACH TO AI 17 BENJAMIN
ELLINGER, MICROSOFT 1.3 CREATING DESIGNER TUNABLE AI 27 BORUT PFEIFER,
ELECTRONIC ARTS 1.4 AI AS A GAMEPLAY ANALYSIS TOOL 39 NEIL KIRBY, BELL
LABORATORIES 1.5 ECOLOGICAL BALANCE IN AI DESIGN 49 ADAM RUSSELL SECTION
2 MOVEMENT AND PATHFINDING 59 2.1 COMPANY OF HEROES SQUAD FORMATIONS
EXPIAINED 61 CHRIS JURNEY, KAOS STUDIOS 2.2 TURNING SPACES INTO PLACES
71 ADAM RUSSELL 2.3 DYNAMICAILY UPDATING A NAVIGATION MESH VIA EFFICIENT
POLYGON SUBDIVISION 83 PAUL MARDEN, DIGIPEN INSTITUTE OF TECHNOLOGY
FORREST SMITH, GAS POWERED GAMES 2.4 INTRINSIC DETAIL IN NAVIGATION MESH
GENERATION 95 COLT "MAINROACH" MCANLIS, ENSEMBLE STUDIOS JAMES STEWART,
STORMFRONT STUDIOS III IV CONTENTS 2.5 NAVIGATION MESH GENERATION: AN
EMPIRICAL APPROACH 113 DAVID HAMM, REDSTORM ENTERTAINMENT 2.6 NAVIGATION
GRAPH GENERATION IN HIGHLY DYNAMIC WORLDS. 125 RAMON AXELROD, ALSEEK 2.7
FAST PATHFINDING BASED ON TRIANGULATION ABSTRACTIONS 143 DOUGDEMYEN,
BIOWARE CORP. MICHAEL BUERO, UNIVERSITY OFALBERTA 2.8 AUTOMATIC PATH NODE
GENERATION FOR ARBITRARY 3D ENVIRONMENTS . 159 JOHN W RATCLIFF,
SIMUTRONICS CORPORATION 2.9 RISK-ADVERSE PATHFINDING USING INFLUENCE
MAPS 173 FERNS PAANAKKER, WISHBONE GAMES B. V. 2.10 PRACTICAL
PATHFINDING IN DYNAMIC ENVIRONMENTS 179 PER-MAGNUS OLSSON, LINKOEPING
UNIVERSITY 2.11 POSTPROCESSING FOR HIGH-QUALITY TURNS 191 CHRIS JURNEY,
KAOS STUDIOS 2.12 MEMORY-EFFICIENT PATHFINDING ABSTRACTIONS 203 NATHAN
STURTEVANT, UNIVERSITY OFALBERTA SECTION 3 ARCHITECTURE 219 3.1 A
FLEXIBLE AI ARCHITECTURE FOR PRODUCTION AND PROTOTYPING OF GAMES 221
TERRY WELLMANN, HIGH VOLTAGE SOFTWARE, INC. 3.2 EMBRACING DECLARATIVE AI
WITH A GOAL-BASED APPROACH 229 KEVIN DILL, BLUE FANG GAMES 3.3 THE MARPO
METHODOLOGY: PLANNING AND ORDERS 239 BRETT LAMING, ROCKSTAR LEEDS 3.4
GETTING STARTED WITH DECISION MAKING AND CONTROL SYSTEMS 257 ALEXJ.
CHAMPANDARD, AIGAMEDEV.COM 3.5 KNOWLEDGE-BASED BEHAVIOR SYSTEM*A
DECISION TREE/FINITE STATE MACHINE HYBRID 265 NACHI LAU, LUCASARTS 3.6
THE EMOTION COMPONENT: GIVING CHARACTERS EMOTIONS 275 FERNS PAANAKKER,
WISHBONE GAMES B. V. ERIK VAN DER PLUIJM CONTENTS V 3.7 GENERIC
PERCEPTION SYSTEM 285 FRANK PUIG PIACERES 3.8 PEER-TO-PEER DISTRIBUTED
AGENT PROCESSING . 295 BORUT PFEIFER, ELECTRONIC ARTS 3.9 AI
ARCHITECTURES FOR MULTIPROCESSOR MACHINES 305 JESSICA D. BAYLISS, PH.D.,
ROCHESTER INSTITUTE OF TECHNOLOGY, INFORMATION TECHNOLOGY DEPARTMENT
3.10 LEVEL UP FOR FINITE STATE MACHINES: AN INTERPRETER FOR STATECHARTS
. 317 PHILIPP KOLHOJF, KING ART JOERN LOVISCACH, HOCHSCHULE BREMEN 3.11
BUILDING A BEHAVIOR EDITOR FOR ABSTRACT STATE MACHINES 333 IGOR
BOROVIKOV, FRAMEFREE TECHNOLOGIES, INC. ALEKSEY KADUKIN, ELECTRONIC ARTS
3.12 MULTI-AXIAL DYNAMIC THRESHOLD FUZZY DECISION ALGORITHM 347 DAVE
MARK, INTRINSIC ALGORITHM LLC SECTION 4 TACTICS AND PLANNING 359 4.1 RTS
TERRAIN ANALYSIS: AN IMAGE-PROCESSING APPROACH 361 JULIO OBELLEIRO,
ENIGMA SOFTWARE PRODUCTIONS RAUL SAMPEDRO, ENIGMA SOFTWARE PRODUCTIONS
DAVID HERNDNDEZ CERPA, ENIGMA SOFTWARE PRODUCTIONS 4.2 AN ADVANCED
MOTIVATION-DRIVEN PLANNING ARCHITECTURE 373 DAVID HERNDNDEZ CERPA,
ENIGMA SOFTWARE PRODUCTIONS JULIO OBELLEIRO, ENIGMA SOFTWARE PRODUCTIONS
4.3 COMMAND HIERARCHIES USING GOAL-ORIENTED ACTION PLANNING 383 DAVID
PITTMAN, STORMFRONT STUDIOS, INC. 4.4 PRACTICAL LOGIC-BASED PLANNING.
393 DANIEL WILHELM, CALIFORNIA INSTITUTE OF TECHNOLOGY 4.5
SIMULATION-BASED PLANNING IN RTS GAMES 405 FRANTISEK SAILER, UNIVERSITY
OFALBERTA MARC LANCTOT, UNIVERSITY OFALBERTA MICHAEL BUERO, UNIVERSITY
OFALBERTA 4.6 PARTICLE FILTERS AND SIMULACRA FOR MORE REALISTIC OPPONENT
TRACKING 419 CHRISTIAN J. DARKEN, THE MOVES INSTITUTE BRADLEY G.
ANDEREGG, ALION SCIENCE AND TECHNOLOGY CORPORATION VI CONTENTS 4.7 USING
BAYESIAN NETWORKS TO REASON ABOUT UNCERTAINTY 429 DEVIN HYDE 4.8 THE
ENGAGEMENT DECISION 443 BAYLOR WETZEL, BROWN COLLEGE SECTION 5 GENRE
SPECIFIC 455 5.1 A GOAL STACK-BASED ARCHITECTURE FOR RTS AI 457 DAVID
HERNDNDEZ CERPA, ENIGMA SOFTWARE PRODUCTIONS 5.2 A VERSATILE
CONSTRAINT-BASED CAMERA SYSTEM 467 JULIEN HAMAIDE, LOTACLE STUDIOS
BELGIUM/ELSEWHERE ENTERTAINMENT 5.3 SEEING IN 1D: PROJECTING THE WORLD
ONTO A LINE 479 ANDREW SLASINSKI 5.4 REACTION TIME WITH FITTS' LAW 485
BAYLOR WETZEL, BROWN COLLEGE 5.5 ENABLING ACTIONS OF OPPORTUNITY WITH A
LIGHT-WEIGHT SUBSUMPTION ARCHITECTURE 493 HABIB LOEW, ARENANET CHAD
HINKLE, NINTENDO OF AMERICA INC. 5.6 TOWARD MORE HUMANLIKE NPCS FOR
FIRST-/THIRD-PERSON SHOOTER GAMES 499 DARREN DOHERTY, NATIONAL
UNIVERSITY OFLRELAND GALWAY COLM O'RIORDAN, NATIONAL UNIVERSITY
OFLRELAND GALWAY 5.7 STOP GETTING SIDE-TRACKED BY SIDE-QUESTS 513 CURTIS
ONUCZKO, UNIVERSITY OF ALBER TA DUANE SZAFRON, UNIVERSITY OFALBERTA
JONATHAN SCHAEFFER, UNIVERSITY OFALBERTA SECTION 6 SCRIPTING AND
DIALOGUE 529 6.1 SPOKEN DIALOGUE SYSTEMS 531 HUGO PINTO, UNIVERSITY OF
SHEFFIELD ROBERTA CATIZONE, UNIVERSITY OF SHEFFIELD 6.2 IMPLEMENTING
STORY-DRIVEN GAMES WITH THE AID OF DYNAMICAL POLICY MODELS 551 FABIO
ZAMBETTA, SCHOOL OF COMPUTER SCIENCE & IT, RMIT UNIVERSITY CONTENTS VII
6.3 INDIVIDUALIZED NPC ATTITUDES WITH SOCIAL NETWORKS 571 CHRISTIAN J.
DARKEN, THE MOVES INSTITUTE JOHN D. KELLY, U.S. NAVY 6.4 SCRIPTING YOUR
WAY TO ADVANCED AI 57G ALISTAIR DOULIN, AURAN GAMES 6.5 DIALOGUE
MANAGERS 593 HUGO PINTO, UNIVERSITY OF SHEFFIELD SECTION 7 LEARNING AND
ADAPTATION 605 7.1 LEARNING WINNING POLICIES IN TEAM-BASED FIRST-PERSON
SHOOTER GAMES 607 STEPHEN LEE- URBAN, LEHIGH UNIVERSITY MEGAN SMITH,
LEHIGH UNIVERSITY HECTOR MUNOZ-AVILA, LEHIGH UNIVERSITY 7.2 ADAPTIVE
COMPUTER GAMES: EASING THE AUTHORIAL BUERDEN 617 MANISH MEHTA, GEORGIA
INSTITUTE OF TECHNOLOGY SANTI ONTANOEN, GEORGIA INSTITUTE OF TECHNOLOGY
ASHWIN RAM, GEORGIA INSTITUTE OF TECHNOLOGY 7.3 PLAYER MODELING FOR
INTERACTIVE STORYTELLING: A PRACTICAL APPROACH. . 633 DAVID THUE,
UNIVERSITY OFALBERTA VADIM BULITKO, UNIVERSITY OFALBERTA MARCIA SPETCH,
UNIVERSITY OFALBERTA 7.4 AUTOMATICALLY GENERATING SCORE FUNCTIONS FOR
STRATEGY GAMES . 647 SANDER BAKKES, UNIVERSITEIT MAASTRICHT PIETER
SPRONCK, UNIVERSITEIT MAASTRICHT 7.5 AUTOMATIC GENERATION OF STRATEGIES
659 PIETER SPRONCK, MAASTRICHT UNIVERSITY, THE NETHERLANDS MARC PONSEN,
MAASTRICHT UNIVERSITY, THE NETHERLANDS 7.6 A PRACTICAL GUIDE TO
REINFORCEMENT LEARNING IN FIRST- PERSON SHOOTERS 671 MICHELLE
MCPARTLAND, UNIVERSITY OF QUEENSLAND ABOUT THE CD-ROM 685 INDEX 687 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
building | Verbundindex |
bvnumber | BV023381233 |
callnumber-first | Q - Science |
callnumber-label | QA76 |
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callnumber-search | QA76.76.C672 |
callnumber-sort | QA 276.76 C672 |
callnumber-subject | QA - Mathematics |
classification_rvk | ST 320 |
ctrlnum | (OCoLC)254089095 (DE-599)BVBBV023381233 |
dewey-full | 784.81536 |
dewey-hundreds | 700 - The arts |
dewey-ones | 784 - Instruments & instrumental ensembles |
dewey-raw | 784.81536 |
dewey-search | 784.81536 |
dewey-sort | 3784.81536 |
dewey-tens | 780 - Music |
discipline | Informatik Musikwissenschaft |
discipline_str_mv | Informatik Musikwissenschaft |
format | Book |
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id | DE-604.BV023381233 |
illustrated | Illustrated |
index_date | 2024-07-02T21:16:27Z |
indexdate | 2024-07-09T21:17:19Z |
institution | BVB |
isbn | 1584505230 9781584505235 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-016564327 |
oclc_num | 254089095 |
open_access_boolean | |
owner | DE-M347 |
owner_facet | DE-M347 |
physical | XXXVI, 699 S. Ill., graph. Darst. 1 CD-ROM (12 cm) |
publishDate | 2008 |
publishDateSearch | 2008 |
publishDateSort | 2008 |
publisher | Charles River Media |
record_format | marc |
spelling | AI game programming wisdom 4 edited by Steve Rabin Hingham, MA Charles River Media 2008 XXXVI, 699 S. Ill., graph. Darst. 1 CD-ROM (12 cm) txt rdacontent n rdamedia nc rdacarrier Computerspiel (DE-588)4010457-6 gnd rswk-swf Programmierung (DE-588)4076370-5 gnd rswk-swf Künstliche Intelligenz (DE-588)4033447-8 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Programmierung (DE-588)4076370-5 s Künstliche Intelligenz (DE-588)4033447-8 s DE-604 Rabin, Steve Sonstige oth GBV Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016564327&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | AI game programming wisdom 4 Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd Künstliche Intelligenz (DE-588)4033447-8 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4076370-5 (DE-588)4033447-8 |
title | AI game programming wisdom 4 |
title_auth | AI game programming wisdom 4 |
title_exact_search | AI game programming wisdom 4 |
title_exact_search_txtP | AI game programming wisdom 4 |
title_full | AI game programming wisdom 4 edited by Steve Rabin |
title_fullStr | AI game programming wisdom 4 edited by Steve Rabin |
title_full_unstemmed | AI game programming wisdom 4 edited by Steve Rabin |
title_short | AI game programming wisdom 4 |
title_sort | ai game programming wisdom 4 |
topic | Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd Künstliche Intelligenz (DE-588)4033447-8 gnd |
topic_facet | Computerspiel Programmierung Künstliche Intelligenz |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=016564327&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT rabinsteve aigameprogrammingwisdom4 |