AI and artificial life in video games:
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Boston
Charles River Media/Cengage Technology
2008
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Schlagworte: | |
Online-Zugang: | FAW01 FAW02 Volltext |
Beschreibung: | Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002 Includes bibliographical references and index Ch. 1. Introduction -- Defining Artificial Intelligence -- Knowledge Management -- AI Put Simply -- Defining Artificial Life -- Top-Down versus Bottom-Up Intelligence -- Ch. 2. Using Artificial Intelligence in Video Games -- AI in Video Games -- Applying the Theories -- Ch. 3. Uses for Artificial Life in Video Games -- Modeling Natural Behavior -- AI Techniques in A-Life -- Using A-Life in Video Game Development -- A-Life in the Design Phase -- A-Life in the Development Phase -- A-Life in Video Game Testing -- Post-Development A-Life -- Ch. 4. The A-Life Programming Paradigm -- A-Life: The Game within the Game -- Evolving Behavior -- Planning the A-Life Implementation -- Summary -- Ch. 5. Building Blocks -- AI and A-Life Building Blocks -- Deploying the Building Blocks -- Ground-Up Deployment -- Summary -- Ch. 6. The Power of Emergent Behavior -- Defining Emergent Behavior -- The "Sum of Parts" Emergence Design -- The Individual Dynamic Emergence Design -- The Group Dynamic Emergence Design -- The Reproductive Mechanism in Emergence -- Ch. 7. Testing with artificial Life -- Testing A-Life -- Bottom-Up Testing -- Testing AI with A-Life -- Testing A-Life with A-Life -- Ch. 8. Several A-Life Examples -- Movement and Interaction -- A-Life Control Systems -- A-Life in Puzzles, Board Games, Simulations -- Video Game Personalities -- Ch. 9. Multiplayer AI and A-Life -- Managing Emergence -- Enhancing the Experience -- Implementing A-Life in Multiplayer Environments -- Ch. 10. The Application of A-Life Outside the Lab -- Simple Genetic Algorithms -- Breeding Behavioral Patterns -- Datasets versus Functionality |
Beschreibung: | 1 Online-Ressource (xv, 332 p.) |
ISBN: | 1584505583 1584506164 9781584505587 9781584506164 |
Internformat
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245 | 1 | 0 | |a AI and artificial life in video games |c Guy W. Lecky-Thompson |
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500 | |a Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002 | ||
500 | |a Includes bibliographical references and index | ||
500 | |a Ch. 1. Introduction -- Defining Artificial Intelligence -- Knowledge Management -- AI Put Simply -- Defining Artificial Life -- Top-Down versus Bottom-Up Intelligence -- Ch. 2. Using Artificial Intelligence in Video Games -- AI in Video Games -- Applying the Theories -- Ch. 3. Uses for Artificial Life in Video Games -- Modeling Natural Behavior -- AI Techniques in A-Life -- Using A-Life in Video Game Development -- A-Life in the Design Phase -- A-Life in the Development Phase -- A-Life in Video Game Testing -- Post-Development A-Life -- Ch. 4. The A-Life Programming Paradigm -- A-Life: The Game within the Game -- Evolving Behavior -- Planning the A-Life Implementation -- Summary -- Ch. 5. Building Blocks -- AI and A-Life Building Blocks -- Deploying the Building Blocks -- Ground-Up Deployment -- Summary -- Ch. 6. The Power of Emergent Behavior -- Defining Emergent Behavior -- The "Sum of Parts" Emergence Design -- The Individual Dynamic Emergence Design -- The Group Dynamic Emergence Design -- The Reproductive Mechanism in Emergence -- Ch. 7. Testing with artificial Life -- Testing A-Life -- Bottom-Up Testing -- Testing AI with A-Life -- Testing A-Life with A-Life -- Ch. 8. Several A-Life Examples -- Movement and Interaction -- A-Life Control Systems -- A-Life in Puzzles, Board Games, Simulations -- Video Game Personalities -- Ch. 9. Multiplayer AI and A-Life -- Managing Emergence -- Enhancing the Experience -- Implementing A-Life in Multiplayer Environments -- Ch. 10. The Application of A-Life Outside the Lab -- Simple Genetic Algorithms -- Breeding Behavioral Patterns -- Datasets versus Functionality | ||
650 | 4 | |a Jeux d'ordinateur | |
650 | 4 | |a Intelligence artificielle | |
650 | 4 | |a Jeux vidéo / Conception | |
650 | 7 | |a GAMES / Video & Electronic |2 bisacsh | |
650 | 7 | |a Computer games |2 blmlsh | |
650 | 7 | |a Artificial intelligence |2 blmlsh | |
650 | 7 | |a Video games / Design |2 blmlsh | |
650 | 7 | |a Computer games |2 local | |
650 | 7 | |a Artificial intelligence |2 local | |
650 | 7 | |a Video games / Design |2 local | |
650 | 7 | |a Artificial intelligence |2 fast | |
650 | 7 | |a Computer games |2 fast | |
650 | 7 | |a Video games / Design |2 fast | |
650 | 4 | |a Künstliche Intelligenz | |
650 | 4 | |a Computer games | |
650 | 4 | |a Artificial intelligence | |
650 | 4 | |a Video games |x Design | |
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Datensatz im Suchindex
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any_adam_object | |
author | Lecky-Thompson, Guy W. |
author_facet | Lecky-Thompson, Guy W. |
author_role | aut |
author_sort | Lecky-Thompson, Guy W. |
author_variant | g w l t gwl gwlt |
building | Verbundindex |
bvnumber | BV043153170 |
collection | ZDB-4-EBA |
ctrlnum | (OCoLC)560626750 (DE-599)BVBBV043153170 |
dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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id | DE-604.BV043153170 |
illustrated | Not Illustrated |
indexdate | 2024-07-10T07:19:06Z |
institution | BVB |
isbn | 1584505583 1584506164 9781584505587 9781584506164 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-028577361 |
oclc_num | 560626750 |
open_access_boolean | |
owner | DE-1046 DE-1047 |
owner_facet | DE-1046 DE-1047 |
physical | 1 Online-Ressource (xv, 332 p.) |
psigel | ZDB-4-EBA ZDB-4-EBA FAW_PDA_EBA |
publishDate | 2008 |
publishDateSearch | 2008 |
publishDateSort | 2008 |
publisher | Charles River Media/Cengage Technology |
record_format | marc |
spelling | Lecky-Thompson, Guy W. Verfasser aut AI and artificial life in video games Guy W. Lecky-Thompson Boston Charles River Media/Cengage Technology 2008 1 Online-Ressource (xv, 332 p.) txt rdacontent c rdamedia cr rdacarrier Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002 Includes bibliographical references and index Ch. 1. Introduction -- Defining Artificial Intelligence -- Knowledge Management -- AI Put Simply -- Defining Artificial Life -- Top-Down versus Bottom-Up Intelligence -- Ch. 2. Using Artificial Intelligence in Video Games -- AI in Video Games -- Applying the Theories -- Ch. 3. Uses for Artificial Life in Video Games -- Modeling Natural Behavior -- AI Techniques in A-Life -- Using A-Life in Video Game Development -- A-Life in the Design Phase -- A-Life in the Development Phase -- A-Life in Video Game Testing -- Post-Development A-Life -- Ch. 4. The A-Life Programming Paradigm -- A-Life: The Game within the Game -- Evolving Behavior -- Planning the A-Life Implementation -- Summary -- Ch. 5. Building Blocks -- AI and A-Life Building Blocks -- Deploying the Building Blocks -- Ground-Up Deployment -- Summary -- Ch. 6. The Power of Emergent Behavior -- Defining Emergent Behavior -- The "Sum of Parts" Emergence Design -- The Individual Dynamic Emergence Design -- The Group Dynamic Emergence Design -- The Reproductive Mechanism in Emergence -- Ch. 7. Testing with artificial Life -- Testing A-Life -- Bottom-Up Testing -- Testing AI with A-Life -- Testing A-Life with A-Life -- Ch. 8. Several A-Life Examples -- Movement and Interaction -- A-Life Control Systems -- A-Life in Puzzles, Board Games, Simulations -- Video Game Personalities -- Ch. 9. Multiplayer AI and A-Life -- Managing Emergence -- Enhancing the Experience -- Implementing A-Life in Multiplayer Environments -- Ch. 10. The Application of A-Life Outside the Lab -- Simple Genetic Algorithms -- Breeding Behavioral Patterns -- Datasets versus Functionality Jeux d'ordinateur Intelligence artificielle Jeux vidéo / Conception GAMES / Video & Electronic bisacsh Computer games blmlsh Artificial intelligence blmlsh Video games / Design blmlsh Computer games local Artificial intelligence local Video games / Design local Artificial intelligence fast Computer games fast Video games / Design fast Künstliche Intelligenz Computer games Artificial intelligence Video games Design http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=263323 Aggregator Volltext |
spellingShingle | Lecky-Thompson, Guy W. AI and artificial life in video games Jeux d'ordinateur Intelligence artificielle Jeux vidéo / Conception GAMES / Video & Electronic bisacsh Computer games blmlsh Artificial intelligence blmlsh Video games / Design blmlsh Computer games local Artificial intelligence local Video games / Design local Artificial intelligence fast Computer games fast Video games / Design fast Künstliche Intelligenz Computer games Artificial intelligence Video games Design |
title | AI and artificial life in video games |
title_auth | AI and artificial life in video games |
title_exact_search | AI and artificial life in video games |
title_full | AI and artificial life in video games Guy W. Lecky-Thompson |
title_fullStr | AI and artificial life in video games Guy W. Lecky-Thompson |
title_full_unstemmed | AI and artificial life in video games Guy W. Lecky-Thompson |
title_short | AI and artificial life in video games |
title_sort | ai and artificial life in video games |
topic | Jeux d'ordinateur Intelligence artificielle Jeux vidéo / Conception GAMES / Video & Electronic bisacsh Computer games blmlsh Artificial intelligence blmlsh Video games / Design blmlsh Computer games local Artificial intelligence local Video games / Design local Artificial intelligence fast Computer games fast Video games / Design fast Künstliche Intelligenz Computer games Artificial intelligence Video games Design |
topic_facet | Jeux d'ordinateur Intelligence artificielle Jeux vidéo / Conception GAMES / Video & Electronic Computer games Artificial intelligence Video games / Design Künstliche Intelligenz Video games Design |
url | http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=263323 |
work_keys_str_mv | AT leckythompsonguyw aiandartificiallifeinvideogames |