Artificial Intelligence and Games

This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Κύριοι συγγραφείς: Yannakakis, Georgios N. (Συγγραφέας, http://id.loc.gov/vocabulary/relators/aut), Togelius, Julian (http://id.loc.gov/vocabulary/relators/aut)
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Cham : Springer International Publishing : Imprint: Springer, 2018.
Έκδοση:1st ed. 2018.
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
LEADER 03380nam a2200541 4500
001 978-3-319-63519-4
003 DE-He213
005 20191026041620.0
007 cr nn 008mamaa
008 180217s2018 gw | s |||| 0|eng d
020 |a 9783319635194  |9 978-3-319-63519-4 
024 7 |a 10.1007/978-3-319-63519-4  |2 doi 
040 |d GrThAP 
050 4 |a Q334-342 
072 7 |a UYQ  |2 bicssc 
072 7 |a COM004000  |2 bisacsh 
072 7 |a UYQ  |2 thema 
082 0 4 |a 006.3  |2 23 
100 1 |a Yannakakis, Georgios N.  |e author.  |0 (orcid)0000-0001-7793-1450  |1 https://orcid.org/0000-0001-7793-1450  |4 aut  |4 http://id.loc.gov/vocabulary/relators/aut 
245 1 0 |a Artificial Intelligence and Games  |h [electronic resource] /  |c by Georgios N. Yannakakis, Julian Togelius. 
250 |a 1st ed. 2018. 
264 1 |a Cham :  |b Springer International Publishing :  |b Imprint: Springer,  |c 2018. 
300 |a XXIII, 337 p. 83 illus., 76 illus. in color.  |b online resource. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |b PDF  |2 rda 
505 0 |a Part I Background -- Introduction -- AI Methods -- Part II Ways of Using AI in Games -- Playing Games -- Generating Content -- Modeling Players -- Part III, The Road Ahead -- Game AI Panorama -- Frontiers of Game AI Research -- References -- Index. 
520 |a This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading. 
650 0 |a Artificial intelligence. 
650 0 |a Computer games-Programming. 
650 0 |a Computational intelligence. 
650 0 |a User interfaces (Computer systems). 
650 0 |a Application software. 
650 1 4 |a Artificial Intelligence.  |0 http://scigraph.springernature.com/things/product-market-codes/I21000 
650 2 4 |a Game Development.  |0 http://scigraph.springernature.com/things/product-market-codes/I29040 
650 2 4 |a Computational Intelligence.  |0 http://scigraph.springernature.com/things/product-market-codes/T11014 
650 2 4 |a User Interfaces and Human Computer Interaction.  |0 http://scigraph.springernature.com/things/product-market-codes/I18067 
650 2 4 |a Computer Appl. in Arts and Humanities.  |0 http://scigraph.springernature.com/things/product-market-codes/I23036 
700 1 |a Togelius, Julian.  |e author.  |4 aut  |4 http://id.loc.gov/vocabulary/relators/aut 
710 2 |a SpringerLink (Online service) 
773 0 |t Springer eBooks 
776 0 8 |i Printed edition:  |z 9783319635187 
776 0 8 |i Printed edition:  |z 9783319635200 
776 0 8 |i Printed edition:  |z 9783319875767 
856 4 0 |u https://doi.org/10.1007/978-3-319-63519-4  |z Full Text via HEAL-Link 
912 |a ZDB-2-SCS 
950 |a Computer Science (Springer-11645)