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