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Artificial intelligence and games / Georgios N. Yannakakis, Julian Togelius

By: Contributor(s): Material type: TextTextPublication details: Cham, Switzerland : Springer, 2018Description: xxiii, 337 pages : illustrations (some color) ; 24 cmISBN:
  • 9783319635187
Subject(s): Genre/Form: LOC classification:
  • GV 1469.15 Y36A 2018
Contents:
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
Summary: 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
List(s) this item appears in: หนังสือใหม่ [บางเขน] กันยายน 2566
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Holdings
Item type Current library Collection Shelving location Call number Status Date due Barcode Item holds
General Book General Book SPU Library, Bangkok (Main Campus) General Books (ENGLISH) Floor 7: General Shelves (ENGLISH): A-G/K-Z GV 1469.15 Y36A 2018 (Browse shelf(Opens below)) Available F069027
Total holds: 0

Includes bibliographical references and index

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

Available to OhioLINK libraries

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

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