Artificial Intelligence in Games
Autor Paul Robertsen Limba Engleză Paperback – 28 iul 2022
Each chapter is split into two parts. The first part covers the necessary theory in a friendly, conversational manner, using visual examples and fictional game scenarios to give additional context. The second part is a coding tutorial in C# for the topic at hand. Each chapter has its own example game available to download, written in C# in the Unity Game Engine.
This book will be suitable for students and aspiring games programmers looking to gain a grounding in game AI techniques.
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Specificații
ISBN-13: 9781032033228
ISBN-10: 1032033223
Pagini: 310
Ilustrații: 247 Line drawings, color; 101 Line drawings, black and white; 348 Illustrations, color
Dimensiuni: 156 x 234 x 20 mm
Greutate: 0.44 kg
Ediția:1
Editura: CRC Press
Colecția CRC Press
Locul publicării:Boca Raton, United States
ISBN-10: 1032033223
Pagini: 310
Ilustrații: 247 Line drawings, color; 101 Line drawings, black and white; 348 Illustrations, color
Dimensiuni: 156 x 234 x 20 mm
Greutate: 0.44 kg
Ediția:1
Editura: CRC Press
Colecția CRC Press
Locul publicării:Boca Raton, United States
Public țintă
Postgraduate, Professional, Professional Practice & Development, Undergraduate Advanced, and Undergraduate CoreCuprins
Chapter 1 Introduction
Chapter 2 Math
Chapter 3 Steering Behaviours
Chapter 4 Terrain Analysis
Chapter 5 Pathfinding
Chapter 6 Decision-Making
Chapter 7 Fuzzy Logic
Chapter 8 Chess AI
Chapter 9 Genetic Algorithms
Chapter 10 Neural Networks
Chapter 2 Math
Chapter 3 Steering Behaviours
Chapter 4 Terrain Analysis
Chapter 5 Pathfinding
Chapter 6 Decision-Making
Chapter 7 Fuzzy Logic
Chapter 8 Chess AI
Chapter 9 Genetic Algorithms
Chapter 10 Neural Networks
Notă biografică
Paul Roberts is a Lead AI Games Programmer who has worked for companies such as Activision, Team17, Traveller’s Tales and Sumo Digital. Credits include Call of Duty: Strike Team, Pitfall!, Worms Revolution and The Lego Movie: The Video Game.
Descriere
This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding, decision making. Written to be easily accessible, each topic is accompanied by an example game, where the reader can add their own code to see the effects their changes have.