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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... particular, the unifying theme of this book is of a Non-Player Character (NPC) and the capabilities that can be built into it. There are also an enormous number of books on the subject of AI in general. The wonderful thing about the ...
... particular, the unifying theme of this book is of a Non-Player Character (NPC) and the capabilities that can be built into it. There are also an enormous number of books on the subject of AI in general. The wonderful thing about the ...
... particular. Xiaoyuan has been at the heart of developing our core technology and has helped me develop a deeper understanding of AI. Dale Schuurmans and Stuart Russell also deserve special mention for it was they who helped provide me ...
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... particular game belongs to. This book's companion web site (www.ai4games.org) has links to sites that provide a comprehensive list of genres and example games from each. There are also additional links to interesting information on the ...
... particular game belongs to. This book's companion web site (www.ai4games.org) has links to sites that provide a comprehensive list of genres and example games from each. There are also additional links to interesting information on the ...
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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