The Resource Artificial Intelligence for Computer Games, edited by Pedro Antonio González-Calero, Marco Antonio Gómez-Martín, (electronic resource)

Artificial Intelligence for Computer Games, edited by Pedro Antonio González-Calero, Marco Antonio Gómez-Martín, (electronic resource)

Label
Artificial Intelligence for Computer Games
Title
Artificial Intelligence for Computer Games
Statement of responsibility
edited by Pedro Antonio González-Calero, Marco Antonio Gómez-Martín
Contributor
Editor
Editor
Subject
Language
  • eng
  • eng
Summary
Techniques used for Artificial Intelligence (AI) in commercial video games are still far from state-of-the art in Academia, but with graphics in video games coming close to photo realistic quality, and multi-processor architectures getting common in console and PC game platforms, sophisticated AI is getting into the focus of the video game industry as the next big thing for enhancing the player experience. "Artificial Intelligence for Games" collects some of the most relevant results from Academia in the area of Artificial Intelligence for games. The selection of contributions has been biased towards rigorous and theoretically grounded work that is also supported with developed prototypes, which should pave the way for the integration of academic AI techniques into state-of-the-art electronic entertainment games. The chapters in the book cover different areas relevant to AI in commercial games: Real-time heuristic search algorithms that alleviate the scalability problem of A* techniques Authoring tools that facilitate the construction by game designers (typically non-programmers) of behavior controlling software Algorithms for automatically or semi-automatically learning complex behavior from recorded traces of human players Techniques that try to deliver the best possible experience by dynamically adapting the game to the player interaction "Artificial Intelligence for Games " is a must-read for researchers and practicing engineers in the game industry. Key results from applied research on AI within the last 10 years have been collected here to provide a reference work for both Academia and Industry that will help to close the gap between both worlds
Dewey number
  • 006.3
  • 519
  • 620
  • 794.8163
http://bibfra.me/vocab/relation/httpidlocgovvocabularyrelatorsedt
  • MpLi7PDTNBg
  • uc8jJWVB3Ds
Language note
English
LC call number
Q342
Literary form
non fiction
Nature of contents
dictionaries
http://library.link/vocab/relatedWorkOrContributorName
  • González-Calero, Pedro Antonio.
  • Gómez-Martín, Marco Antonio.
http://library.link/vocab/subjectName
  • Engineering
  • Artificial intelligence
  • Engineering mathematics
  • Computational Intelligence
  • Artificial Intelligence
  • Mathematical and Computational Engineering
Label
Artificial Intelligence for Computer Games, edited by Pedro Antonio González-Calero, Marco Antonio Gómez-Martín, (electronic resource)
Instantiates
Publication
Note
Description based upon print version of record
Bibliography note
Includes bibliographical references and index
Carrier category
online resource
Carrier category code
cr
Content category
text
Content type code
txt
Contents
Visual Data Mining of Player Traces in Interactive Environments -- Heuristic search methods for pathfinding -- Pattern-based AI Scripting -- Case-Based Reasoning and User-Generated Gameplay -- Knowledge acquisition for adaptive game AI -- Game AI as Storytelling -- Affective Interactive Narrative -- Virtual Humans -- Interactive Drama -- Dynamic Behaviour Trees
Dimensions
unknown
Edition
1st ed. 2011.
Extent
1 online resource (210 p.)
Form of item
online
Isbn
9781283083676
Media category
computer
Media type code
c
Other control number
10.1007/978-1-4419-8188-2
Specific material designation
remote
System control number
  • (CKB)2670000000072009
  • (EBL)690968
  • (OCoLC)771406074
  • (SSID)ssj0000475883
  • (PQKBManifestationID)11913329
  • (PQKBTitleCode)TC0000475883
  • (PQKBWorkID)10479018
  • (PQKB)10683725
  • (DE-He213)978-1-4419-8188-2
  • (MiAaPQ)EBC690968
  • (EXLCZ)992670000000072009
Label
Artificial Intelligence for Computer Games, edited by Pedro Antonio González-Calero, Marco Antonio Gómez-Martín, (electronic resource)
Publication
Note
Description based upon print version of record
Bibliography note
Includes bibliographical references and index
Carrier category
online resource
Carrier category code
cr
Content category
text
Content type code
txt
Contents
Visual Data Mining of Player Traces in Interactive Environments -- Heuristic search methods for pathfinding -- Pattern-based AI Scripting -- Case-Based Reasoning and User-Generated Gameplay -- Knowledge acquisition for adaptive game AI -- Game AI as Storytelling -- Affective Interactive Narrative -- Virtual Humans -- Interactive Drama -- Dynamic Behaviour Trees
Dimensions
unknown
Edition
1st ed. 2011.
Extent
1 online resource (210 p.)
Form of item
online
Isbn
9781283083676
Media category
computer
Media type code
c
Other control number
10.1007/978-1-4419-8188-2
Specific material designation
remote
System control number
  • (CKB)2670000000072009
  • (EBL)690968
  • (OCoLC)771406074
  • (SSID)ssj0000475883
  • (PQKBManifestationID)11913329
  • (PQKBTitleCode)TC0000475883
  • (PQKBWorkID)10479018
  • (PQKB)10683725
  • (DE-He213)978-1-4419-8188-2
  • (MiAaPQ)EBC690968
  • (EXLCZ)992670000000072009

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