| 000 | 01990nam a22003257a 4500 | ||
|---|---|---|---|
| 003 | SPU | ||
| 005 | 20230704155442.0 | ||
| 008 | 230704s2018 sz a ob 001 0 eng d | ||
| 020 | _a9783319635187 | ||
| 040 | _aSPU | ||
| 049 | _amain | ||
| 050 | 4 |
_aGV 1469.15 _bY36A 2018 |
|
| 100 |
_aYannakakis, Georgios N. _9252692 |
||
| 245 | 1 | 0 |
_aArtificial intelligence and games / _cGeorgios N. Yannakakis, Julian Togelius |
| 260 |
_aCham, Switzerland : _bSpringer, _c2018 |
||
| 300 |
_axxiii, 337 pages : _billustrations (some color) ; _c24 cm. |
||
| 449 | _a140502 | ||
| 504 | _aIncludes bibliographical references and index | ||
| 505 | 0 | _aPart 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 | |
| 506 | _aAvailable to OhioLINK libraries | ||
| 520 | _aThis 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 | ||
| 650 | 0 |
_aVIDEO GAMES _xPROGRAMMING _9252693 |
|
| 650 | 0 |
_aARTIFICIAL INTELLIGENCE _938892 |
|
| 655 | 4 |
_aElectronic books _9142883 |
|
| 700 |
_aTogelius, Julian _9252694 |
||
| 850 | _aSPU | ||
| 910 |
_aบริจาค _c040723 _pF069027 |
||
| 942 |
_2lcc _cGEN |
||
| 998 |
_ajirawan 0723 _bjirawan 0723 |
||
| 999 | _c210376 | ||