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 |
من داخل الكتاب
النتائج 1-5 من 12
الصفحة vii
... developers who told me they had enjoyed reading it and found it helpful. This new book is more accessible than the last one and should appeal to an even wider audience. I believe it should be useful to anyone looking to become a game AI ...
... developers who told me they had enjoyed reading it and found it helpful. This new book is more accessible than the last one and should appeal to an even wider audience. I believe it should be useful to anyone looking to become a game AI ...
الصفحة ix
... developers to interact with AI middleware companies. At the time of writing, we are still being secretive about the technology we have developed so I have been careful not to include any confidential information in the writing of this ...
... developers to interact with AI middleware companies. At the time of writing, we are still being secretive about the technology we have developed so I have been careful not to include any confidential information in the writing of this ...
الصفحة 3
... developer has a great deal of flexibility in choosing which of the possible capabilities a controller, and by extension the associated NPC, should have. Often two similar looking behaviors can be created in completely different ways ...
... developer has a great deal of flexibility in choosing which of the possible capabilities a controller, and by extension the associated NPC, should have. Often two similar looking behaviors can be created in completely different ways ...
الصفحة 52
لقد وصلت إلى حد العرض المسموح لهذا الكتاب.
لقد وصلت إلى حد العرض المسموح لهذا الكتاب.
الصفحة 63
لقد وصلت إلى حد العرض المسموح لهذا الكتاب.
لقد وصلت إلى حد العرض المسموح لهذا الكتاب.
المحتوى
1 | |
Acting | 15 |
Perceiving | 35 |
Reacting | 51 |
Remembering | 65 |
Searching | 83 |
Learning | 107 |
Picking | 125 |
Programming | 129 |
Bibliography | 133 |
Index | 142 |
طبعات أخرى - عرض جميع المقتطفات
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