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Artificial Intelligence for Computer Games (Paperback, 2011 ed.)
Loot Price: R4,228
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Artificial Intelligence for Computer Games (Paperback, 2011 ed.)
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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.
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