Artificial Intelligence for Computer Games: An IntroductionCRC Press, 29/07/2004 - 160 من الصفحات Learn to make games that are more fun and engaging! Building on fundamental principles of Artificial Intelligence, Funge explains how to create Non-Player Characters (NPCs) with progressively more sophisticated capabilities. Starting with the basic capability of acting in the game world, the book explains how to develop NPCs who can perceive, remem |
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الصفحة vii
... application area for AI and as such they deserve no special attention. While it is true that many general purpose AI algorithms are applicable to games, there is also a wealth of opportunity for more specialized study. There are already ...
... application area for AI and as such they deserve no special attention. While it is true that many general purpose AI algorithms are applicable to games, there is also a wealth of opportunity for more specialized study. There are already ...
الصفحة viii
... application of AI to games and to give references for introductory material that is readily available elsewhere. At the other end of the spectrum, this book also provides a jumping-off point to many advanced topics in AI that are ...
... application of AI to games and to give references for introductory material that is readily available elsewhere. At the other end of the spectrum, this book also provides a jumping-off point to many advanced topics in AI that are ...
الصفحة 2
... apply equally well to NPCs behind the camera as to those in front. 1.2. Behavior. Every character in a game has at least one controller associated with it and controllers can be shared between different characters. A controller acts as ...
... apply equally well to NPCs behind the camera as to those in front. 1.2. Behavior. Every character in a game has at least one controller associated with it and controllers can be shared between different characters. A controller acts as ...
الصفحة 9
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الصفحة 10
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المحتوى
1 | |
Acting | 15 |
Perceiving | 35 |
Reacting | 51 |
Remembering | 65 |
Searching | 83 |
Learning | 107 |
Picking | 125 |
Programming | 129 |
Bibliography | 133 |
Index | 142 |
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عبارات ومصطلحات مألوفة
able action algorithms animation apply approximate associated avoid become behavior calculated called changes Chapter character’s chase choice collision common complex computer games const controller cost course create decision defined depends described designer desired developer direction discrete effects example expected Figure function future game world game-state give given goal human implement important interesting lead learning Listing logic look machine learning means memory percept method move needs node Note NPC’s object Once particular path perception object physics pick planning play player character position possible possible actions predict probability probability distribution problem programming random reactive reason referred renderer represent require result reward rules shows simple simulator situation tag game tagged character tion tree trying untagged usually utility values variables waypoint widely