Artificial intelligence for computer games
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...
Shranjeno v:
| Drugi avtorji: | , |
|---|---|
| Format: | Livre numérique |
| Jezik: | Anglais |
| Izdano: |
New York, NY :
Springer New York
[20..].
Cham : Springer Nature |
| Izdaja: | 1st ed. 2011. |
| Online dostop: | Accès sur la plateforme de l'éditeur Accès sur la plateforme Istex Accès Université d'Orléans Accès INSA CVL |
| Sporočilo: |
Archives Springer e-books (Licence nationale) Archives Springer e-books (Licence nationale) |
| Autres localisations: | Voir dans le Sudoc |
| Edition sous un autre format: | • Artificial intelligence for computer games, Pedro Antonio González-Calero, Marco Antonio Gómez-Martín, editors, New York, Springer, 2011, 1 vol. (xii-200 p.), 978-1-4419-8187-5 |
Kazalo:
- Visual Data Mining of Player Traces in Interactive Environments Heuristic search methods for pathfinding Pattern-based AI Scripting Case-Based Reasoning and User-Generated Gameplay Knowledge acquisition for adaptive game AI Game AI as Storytelling Affective Interactive Narrative Virtual Humans Interactive Drama Dynamic Behaviour Trees

