logo

EbookBell.com

Most ebook files are in PDF format, so you can easily read them using various software such as Foxit Reader or directly on the Google Chrome browser.
Some ebook files are released by publishers in other formats such as .awz, .mobi, .epub, .fb2, etc. You may need to install specific software to read these formats on mobile/PC, such as Calibre.

Please read the tutorial at this link:  https://ebookbell.com/faq 


We offer FREE conversion to the popular formats you request; however, this may take some time. Therefore, right after payment, please email us, and we will try to provide the service as quickly as possible.


For some exceptional file formats or broken links (if any), please refrain from opening any disputes. Instead, email us first, and we will try to assist within a maximum of 6 hours.

EbookBell Team

Artificial Intelligence For Computer Games 1st Edition Vadim Bulitko

  • SKU: BELL-2088994
Artificial Intelligence For Computer Games 1st Edition Vadim Bulitko
$ 31.00 $ 45.00 (-31%)

4.7

106 reviews

Artificial Intelligence For Computer Games 1st Edition Vadim Bulitko instant download after payment.

Publisher: Springer-Verlag New York
File Extension: PDF
File size: 2.85 MB
Pages: 200
Author: Vadim Bulitko, Yngvi Björnsson (auth.), Pedro Antonio González-Calero, Marco Antonio Gómez-Martín (eds.)
ISBN: 9781441981875, 144198187X
Language: English
Year: 2011
Edition: 1

Product desciption

Artificial Intelligence For Computer Games 1st Edition Vadim Bulitko by Vadim Bulitko, Yngvi Björnsson (auth.), Pedro Antonio González-calero, Marco Antonio Gómez-martín (eds.) 9781441981875, 144198187X instant download after payment.

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.

Related Products