Artificial Intelligence for Computer Games (Record no. 105943)
[ view plain ]
| 000 -LEADER | |
|---|---|
| fixed length control field | 03615nam a22004575i 4500 |
| 001 - CONTROL NUMBER | |
| control field | 978-1-4419-8188-2 |
| 003 - CONTROL NUMBER IDENTIFIER | |
| control field | DE-He213 |
| 005 - DATE AND TIME OF LATEST TRANSACTION | |
| control field | 20140220083727.0 |
| 007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION | |
| fixed length control field | cr nn 008mamaa |
| 008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
| fixed length control field | 110228s2011 xxu| s |||| 0|eng d |
| 020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
| International Standard Book Number | 9781441981882 |
| -- | 978-1-4419-8188-2 |
| 024 7# - OTHER STANDARD IDENTIFIER | |
| Standard number or code | 10.1007/978-1-4419-8188-2 |
| Source of number or code | doi |
| 050 #4 - LIBRARY OF CONGRESS CALL NUMBER | |
| Classification number | Q342 |
| 072 #7 - SUBJECT CATEGORY CODE | |
| Subject category code | UYQ |
| Source | bicssc |
| 072 #7 - SUBJECT CATEGORY CODE | |
| Subject category code | COM004000 |
| Source | bisacsh |
| 082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER | |
| Classification number | 006.3 |
| Edition number | 23 |
| 100 1# - MAIN ENTRY--PERSONAL NAME | |
| Personal name | González-Calero, Pedro Antonio. |
| Relator term | editor. |
| 245 10 - TITLE STATEMENT | |
| Title | Artificial Intelligence for Computer Games |
| Medium | [electronic resource] / |
| Statement of responsibility, etc | edited by Pedro Antonio González-Calero, Marco Antonio Gómez-Martín. |
| 264 #1 - | |
| -- | New York, NY : |
| -- | Springer New York, |
| -- | 2011. |
| 300 ## - PHYSICAL DESCRIPTION | |
| Extent | XII, 200p. 40 illus. |
| Other physical details | online resource. |
| 336 ## - | |
| -- | text |
| -- | txt |
| -- | rdacontent |
| 337 ## - | |
| -- | computer |
| -- | c |
| -- | rdamedia |
| 338 ## - | |
| -- | online resource |
| -- | cr |
| -- | rdacarrier |
| 347 ## - | |
| -- | text file |
| -- | |
| -- | rda |
| 505 0# - FORMATTED CONTENTS NOTE | |
| Formatted contents note | Visual Data Mining of Player Traces in Interactive Environments -- Heuristic search methods for pathfinding -- Pattern-based AI Scripting -- Case-Based Reasoning and User-Generated Gameplay -- Knowledge acquisition for adaptive game AI -- Game AI as Storytelling -- Affective Interactive Narrative -- Virtual Humans -- Interactive Drama -- Dynamic Behaviour Trees. |
| 520 ## - SUMMARY, ETC. | |
| Summary, etc | Techniques used for Artificial Intelligence (AI) in commercial video games are still far from state-of-the art in Academia, but with graphics in video games coming close to photo realistic quality, and multi-processor architectures getting common in console and PC game platforms, sophisticated AI is getting into the focus of the video game industry as the next big thing for enhancing the player experience. "Artificial Intelligence for Games" collects some of the most relevant results from Academia in the area of Artificial Intelligence for games. The selection of contributions has been biased towards rigorous and theoretically grounded work that is also supported with developed prototypes, which should pave the way for the integration of academic AI techniques into state-of-the-art electronic entertainment games. The chapters in the book cover different areas relevant to AI in commercial games: Real-time heuristic search algorithms that alleviate the scalability problem of A* techniques Authoring tools that facilitate the construction by game designers (typically non-programmers) of behavior controlling software Algorithms for automatically or semi-automatically learning complex behavior from recorded traces of human players Techniques that try to deliver the best possible experience by dynamically adapting the game to the player interaction "Artificial Intelligence for Games " is a must-read for researchers and practicing engineers in the game industry. Key results from applied research on AI within the last 10 years have been collected here to provide a reference work for both Academia and Industry that will help to close the gap between both worlds. |
| 650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
| Topical term or geographic name as entry element | Engineering. |
| 650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
| Topical term or geographic name as entry element | Artificial intelligence. |
| 650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
| Topical term or geographic name as entry element | Engineering mathematics. |
| 650 14 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
| Topical term or geographic name as entry element | Engineering. |
| 650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
| Topical term or geographic name as entry element | Computational Intelligence. |
| 650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
| Topical term or geographic name as entry element | Artificial Intelligence (incl. Robotics). |
| 650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
| Topical term or geographic name as entry element | Appl.Mathematics/Computational Methods of Engineering. |
| 700 1# - ADDED ENTRY--PERSONAL NAME | |
| Personal name | Gómez-Martín, Marco Antonio. |
| Relator term | editor. |
| 710 2# - ADDED ENTRY--CORPORATE NAME | |
| Corporate name or jurisdiction name as entry element | SpringerLink (Online service) |
| 773 0# - HOST ITEM ENTRY | |
| Title | Springer eBooks |
| 776 08 - ADDITIONAL PHYSICAL FORM ENTRY | |
| Display text | Printed edition: |
| International Standard Book Number | 9781441981875 |
| 856 40 - ELECTRONIC LOCATION AND ACCESS | |
| Uniform Resource Identifier | http://dx.doi.org/10.1007/978-1-4419-8188-2 |
| 912 ## - | |
| -- | ZDB-2-ENG |
No items available.