Artificial Intelligence for Games

Nonfiction, Computers, Entertainment & Games, Game Programming - Graphics, General Computing, Art & Architecture, General Art
Cover of the book Artificial Intelligence for Games by Ian Millington, John Funge, CRC Press
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Ian Millington, John Funge ISBN: 9781498785815
Publisher: CRC Press Publication: March 29, 2016
Imprint: CRC Press Language: English
Author: Ian Millington, John Funge
ISBN: 9781498785815
Publisher: CRC Press
Publication: March 29, 2016
Imprint: CRC Press
Language: English

Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques.

"Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games).

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques.

"Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games).

More books from CRC Press

Cover of the book Surfactants in Cosmetics by Ian Millington, John Funge
Cover of the book Who Decides Who Decides? by Ian Millington, John Funge
Cover of the book Sick Building Syndrome by Ian Millington, John Funge
Cover of the book Sheet Metal Forming Optimization by Ian Millington, John Funge
Cover of the book Handbook of Nutritional Supplements by Ian Millington, John Funge
Cover of the book Characterizations of C* Algebras by Ian Millington, John Funge
Cover of the book Planning and Design of Engineering Systems by Ian Millington, John Funge
Cover of the book Insect Cell Biotechnology by Ian Millington, John Funge
Cover of the book Tobacco-Specific N-Nitrosamines Recent Advances by Ian Millington, John Funge
Cover of the book Principles of Construction by Ian Millington, John Funge
Cover of the book Modules and the Structure of Rings by Ian Millington, John Funge
Cover of the book Graphical Methods for Data Analysis by Ian Millington, John Funge
Cover of the book Quantum Theory without Reduction, by Ian Millington, John Funge
Cover of the book Measurement, Instrumentation, and Sensors Handbook by Ian Millington, John Funge
Cover of the book Nanomagnetic Actuation in Biomedicine by Ian Millington, John Funge
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy