. .
Français
France
Livres similaires
Autres livres qui pourraient ressembler au livre recherché:
Outils de recherche
s'inscrire

Connectez-vous avec Facebook:

S'inscrire
Mot de passe oublié?


Historique de recherche
Liste pense-bête
Liens vers eurolivre.fr

Partager ce livre sur…
Livre conseillé
Actualités
Conseils d'eurolivre.fr
Publicité
FILTRE
- 0 Résultats
prix le plus bas: 165,84 €, prix le plus élevé: 253,41 €, prix moyen: 191,58 €
Artificial Intelligence for Computer Games - Springer
Livre non disponible
(*)
Springer:

Artificial Intelligence for Computer Games - nouveau livre

2011, ISBN: 9781441981875

ID: 185717673

The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of academic AI techniques into current electronic entertainment games. The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players. Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms. This reviews the integration of current academic AI techniques into electronic entertainment games, including pathfinding, decision making, learning complex behavior, and the latest real-time search methods, all aimed at closer interaction with the player. Bücher > Fremdsprachige Bücher > Englische Bücher gebundene Ausgabe 08.03.2011 Buch (fremdspr.), Springer, .201

Nouveaux livres Buch.ch
No. 25606115 Frais d'envoizzgl. Versandkosten, Livraison non-comprise
Details...
(*) Livre non disponible signifie que le livre est actuellement pas disponible à l'une des plates-formes associées nous recherche.
Artificial Intelligence for Computer Games - Pedro Antonio González Calero
Livre non disponible
(*)

Pedro Antonio González Calero:

Artificial Intelligence for Computer Games - nouveau livre

26, ISBN: 9781441981875

[ED: Buch], [PU: Springer-Verlag GmbH], Neuware - The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of academic AI techniques into current electronic entertainment games. The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players. Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms., [SC: 0.00], Neuware, gewerbliches Angebot, 235x155x27 mm, [GW: 471g]

Nouveaux livres Booklooker.de
Carl Hübscher GmbH
Frais d'envoiVersandkostenfrei (EUR 0.00)
Details...
(*) Livre non disponible signifie que le livre est actuellement pas disponible à l'une des plates-formes associées nous recherche.
Artificial Intelligence for Computer Games - Pedro Antonio González Calero
Livre non disponible
(*)
Pedro Antonio González Calero:
Artificial Intelligence for Computer Games - nouveau livre

ISBN: 9781441981875

[ED: Buch], [PU: Springer-Verlag GmbH], Neuware - The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of academic AI techniques into current electronic entertainment games. The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players. Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms., [SC: 0.00], Neuware, gewerbliches Angebot, FixedPrice, [GW: 471g]

Nouveaux livres Booklooker.de
Buchhandlung Kühn GmbH
Frais d'envoiVersandkostenfrei (EUR 0.00)
Details...
(*) Livre non disponible signifie que le livre est actuellement pas disponible à l'une des plates-formes associées nous recherche.
Artificial Intelligence for Computer Games - Calero, Pedro Antonio Gonzalez (EDT)/ Gomez-Martin, Marco Antonio (EDT)
Livre non disponible
(*)
Calero, Pedro Antonio Gonzalez (EDT)/ Gomez-Martin, Marco Antonio (EDT):
Artificial Intelligence for Computer Games - edition reliée, livre de poche

2011, ISBN: 9781441981875

ID: 912776925

Springer Verlag, 2011. Hardcover. New. SKU: MM-27725819; EAN: 9781441981875, Springer Verlag, 2011

livre d'occasion Biblio.com
Media Mall
Frais d'envoi EUR 16.82
Details...
(*) Livre non disponible signifie que le livre est actuellement pas disponible à l'une des plates-formes associées nous recherche.
Artificial Intelligence for Computer Games - Marco Gonzalo; Marco A. Gomez-Martin; Pedro Antonio Gonzalez Calero
Livre non disponible
(*)
Marco Gonzalo; Marco A. Gomez-Martin; Pedro Antonio Gonzalez Calero:
Artificial Intelligence for Computer Games - edition reliée, livre de poche

2011, ISBN: 9781441981875

ID: 16178997

Hardcover, Buch, [PU: Springer-Verlag New York Inc.]

Nouveaux livres Lehmanns.de
Frais d'envoisofort lieferbar, , Versandkostenfrei innerhalb der BRD (EUR 0.00)
Details...
(*) Livre non disponible signifie que le livre est actuellement pas disponible à l'une des plates-formes associées nous recherche.

< Retour aux résultats de recherche...
Détails sur le livre
Artificial Intelligence for Computer Games
Auteur:

Pedro Antonio González-Calero, Marco Antonio Gómez-Martín

Titre:

Artificial Intelligence for Computer Games

ISBN:

9781441981875

The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of academic AI techniques into current electronic entertainment games. The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players. Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.

Informations détaillées sur le livre - Artificial Intelligence for Computer Games


EAN (ISBN-13): 9781441981875
ISBN (ISBN-10): 144198187X
Version reliée
Date de parution: 2011
Editeur: Springer-Verlag GmbH
200 Pages
Poids: 0,471 kg
Langue: eng/Englisch

Livre dans la base de données depuis 21.07.2008 20:02:01
Livre trouvé récemment le 15.02.2017 23:41:47
ISBN/EAN: 9781441981875

ISBN - Autres types d'écriture:
1-4419-8187-X, 978-1-4419-8187-5

< Retour aux résultats de recherche...
< pour archiver...
Livres en relation