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Artificial Intelligence in Games [Mīkstie vāki]

  • Formāts: Paperback / softback, 302 pages, height x width: 234x156 mm, weight: 340 g, 247 Line drawings, color; 101 Line drawings, black and white; 348 Illustrations, color
  • Izdošanas datums: 28-Jul-2022
  • Izdevniecība: CRC Press
  • ISBN-10: 1032033223
  • ISBN-13: 9781032033228
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  • Mīkstie vāki
  • Cena: 74,21 €
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  • Formāts: Paperback / softback, 302 pages, height x width: 234x156 mm, weight: 340 g, 247 Line drawings, color; 101 Line drawings, black and white; 348 Illustrations, color
  • Izdošanas datums: 28-Jul-2022
  • Izdevniecība: CRC Press
  • ISBN-10: 1032033223
  • ISBN-13: 9781032033228
Citas grāmatas par šo tēmu:
This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding and decision-making. Written to be easily accessible, each topic is accompanied by an example game that allows the reader to add their own code to see the effects their changes have.

Each chapter is split into two parts. The first part covers the necessary theory in a friendly, conversational manner, using visual examples and fictional game scenarios to give additional context. The second part is a coding tutorial in C# for the topic at hand. Each chapter has its own example game available to download, written in C# in the Unity Game Engine.

This book will be suitable for students and aspiring games programmers looking to gain a grounding in game AI techniques.
Chapter 1 Introduction
1(8)
About the Author
1(1)
Who Is this Book for?
1(1)
How to Read this Book
1(1)
Accompanying Framework
2(1)
What Is Game AI?
2(4)
Game AI and Game Genres
6(3)
Chapter 2 Math
9(20)
What Is a Vector?
9(4)
Dot Product
13(8)
Rotation
21(4)
Math -- Practical
25(1)
Project Overview
25(1)
Step-By-Step Guide
25(2)
Future Work
27(2)
Chapter 3 Steering Behaviours
29(1)
Steering Forces
29(19)
Combining Behaviours
48(2)
Group Behaviours
50(4)
Final Thoughts
54(2)
Steering Behaviours -- Practical
56(1)
Project Overview
56(1)
Step-By-Step Guide
57(15)
Future Work
72(1)
Chapter 4 Terrain Analysis
73(18)
Influence Maps
73(4)
Heat Maps
77(4)
Cell Granularity
81(1)
Final Thoughts
82(1)
Terrain Analysis -- Practical
83(1)
Project Overview
83(1)
Step-By-Step Guide
84(6)
Future Work
90(1)
Chapter 5 Pathfinding
91(34)
Spatial Representation
91(5)
Pathfinding
96(20)
Final Thoughts
116(1)
Pathfinding -- Practical
117(1)
Project Overview
117(1)
Step-By-Step Guide
118(5)
Future Work
123(2)
Chapter 6 Decision-Making
125(26)
Finite State Machine
125(3)
Fuzzy State Machine
128(1)
Stack-Based FSM
129(1)
Behaviour Trees
130(3)
Final Thoughts
133(1)
Decision-Making -- Practical
134(1)
Project Overview
134(1)
Step-By-Step Guide
134(15)
Future Work
149(2)
Chapter 7 Fuzzy Logic
151(44)
Sets
153(2)
Fuzzy Sets
155(6)
Fuzzy Rules
161(8)
Denazification
169(6)
Final Thoughts
175(1)
Fuzzy Logic -- Practical
176(1)
Project Overview
176(1)
Step-By-Step Guide
176(18)
Future Work
194(1)
Chapter 8 Chess AI
195(32)
Minimax Algorithm
196(5)
Alphabeta Pruning
201(7)
Evaluation Functions
208(9)
Final Thoughts
217(1)
Chess AI -- Practical
218(1)
Project Overview
218(1)
Step-By-Step Guide
219(5)
Future Work
224(3)
Chapter 9 Genetic Algorithms
227(36)
Initial Population
230(1)
Encoding
230(2)
Fitness
232(1)
Selection
233(7)
Crossover
240(5)
Mutation
245(1)
Final Thoughts
246(2)
Genetic Algorithms -- Practical
248(1)
Project Overview
248(1)
Step-By-Step Guide
249(12)
Future Work
261(2)
Chapter 10 Neural Networks
263(36)
Biology
263(1)
Single-Layer Perceptron
264(6)
Multi-Layer Perceptron
270(3)
Learning
273(4)
Game Example: Snake
277(2)
Final Thoughts
279(2)
Neural Networks -- Practical
281(1)
Project Overview
281(1)
Step-By-Step Guide
282(15)
Future Work
297(2)
Index 299
Paul Roberts is a Lead AI Games Programmer who has worked for companies such as Activision, Team17, Travellers Tales and Sumo Digital. Credits include Call of Duty: Strike Team, Pitfall!, Worms Revolution and The Lego Movie: The Video Game.