Buch, Englisch, 337 Seiten, Previously published in hardcover, Format (B × H): 155 mm x 235 mm, Gewicht: 552 g
Buch, Englisch, 337 Seiten, Previously published in hardcover, Format (B × H): 155 mm x 235 mm, Gewicht: 552 g
ISBN: 978-3-319-87576-7
Verlag: Springer International Publishing
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players.
The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Zielgruppe
Upper undergraduate
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Informatik Mensch-Maschine-Interaktion
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Spiele-Programmierung, Rendering, Animation
- Mathematik | Informatik EDV | Informatik Angewandte Informatik Computeranwendungen in Geistes- und Sozialwissenschaften
- Mathematik | Informatik EDV | Informatik Informatik Künstliche Intelligenz
Weitere Infos & Material
Part I Background.- Introduction.- AI Methods.- Part II Ways of Using AI in Games.- Playing Games.- Generating Content.- Modeling Players.- Part III, The Road Ahead.- Game AI Panorama.- Frontiers of Game AI Research.- References.- Index.