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Artificial Intelligence for Computer Games Pedro Antonio González-Calero Editor
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The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed … Más…

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2011, ISBN: 144198187X

The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed … Más…

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Artificial Intelligence for Computer Games | Pedro Antonio González-Calero (u. a.) | Buch | xii | Englisch | 2011 | Springer US | EAN 9781441981875 - González-Calero, Pedro Antonio
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González-Calero, Pedro Antonio:
Artificial Intelligence for Computer Games | Pedro Antonio González-Calero (u. a.) | Buch | xii | Englisch | 2011 | Springer US | EAN 9781441981875 - encuadernado, tapa blanda

2011

ISBN: 9781441981875

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Gonzalez-Calero, Pedro Antonio und Marco Antonio Gómez-Martin:
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2011, ISBN: 9781441981875

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Detalles del libro
Artificial Intelligence for Computer Games Pedro Antonio González-Calero Editor

The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of academic AI techniques into current electronic entertainment games. The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games. Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players. Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems. The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.

Detalles del libro - Artificial Intelligence for Computer Games Pedro Antonio González-Calero Editor


EAN (ISBN-13): 9781441981875
ISBN (ISBN-10): 144198187X
Tapa dura
Año de publicación: 2011
Editorial: Springer New York Core >2 >T
200 Páginas
Peso: 0,471 kg
Idioma: eng/Englisch

Libro en la base de datos desde 2008-07-21T13:02:01-05:00 (Mexico City)
Página de detalles modificada por última vez el 2024-02-18T18:15:22-06:00 (Mexico City)
ISBN/EAN: 144198187X

ISBN - escritura alterna:
1-4419-8187-X, 978-1-4419-8187-5
Mode alterno de escritura y términos de búsqueda relacionados:
Autor del libro: pedro martin, martin marco, pedro gonzalez calero, cale, antonio marti, gonzález, marc antonio, gomez
Título del libro: artificial intelligence for games, computer art, game, new games, pedro gonzalez, pedro gonzález


Datos del la editorial

Autor: Pedro Antonio González-Calero; Marco Antonio Gómez-Martín
Título: Artificial Intelligence for Computer Games
Editorial: Springer; Springer US
200 Páginas
Año de publicación: 2011-03-08
New York; NY; US
Impreso en
Peso: 1,060 kg
Idioma: Inglés
160,49 € (DE)
164,99 € (AT)
177,00 CHF (CH)
POD
XII, 200 p.

BB; Computational Intelligence; Hardcover, Softcover / Technik/Allgemeines, Lexika; Künstliche Intelligenz; Verstehen; Adaptive game artificial intelligence; Affective interactive narrative; Dynamic behavior trees; Game artificial intelligence; Game console processors; Interactive drama; Interactive environments; Virtual data mining; Virtual humans; Artificial Intelligence; Mathematical and Computational Engineering; Computational Intelligence; Artificial Intelligence; Mathematical and Computational Engineering Applications; Mathematik für Ingenieure; BC; EA

The book presents some of the most relevant results from academia in the area of Artificial Intelligence for games. It emphasizes well theoretically supported work supported by developed prototypes, which should lead into integration of

academic AI techniques into current electronic entertainment games.

The book elaborates on the main results produced in Academia within the last 10 years regarding all aspects of Artificial Intelligence for games, including pathfinding, decision making, and learning. A general theme of the book is the

coverage of techniques for facilitating the construction of flexible not prescripted AI for agents in games.

Regarding pathfinding, the book includes new techniques for implementing real-time search methods that improve the results obtained through AI, as well as techniques for learning pathfinding behavior by observing actual players.

Regarding decision making, the book describes new techniques for authoring tools that facilitate the construction by game designers (typically nonprogrammers) of behavior controlling software, by reusing patterns or actual

cases of past behavior. Additionally, the book will cover a number of approaches proposed for extending the essentially pre-scripted nature of current commercial videogames AI into a more interactive form of narrative, where the story emerges from the interaction with the player. Some of those approaches

rely on a layered architecture for the character AI, including beliefs, intentions and emotions, taking ideas from research on agent systems.

The book also includes chapters on techniques for automatically or semiautomatically learning complex behavior from recorded traces of human or automatic players using different combinations of reinforcement learning, case-based reasoning, neural networks and genetic algorithms.

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.

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:

Translates the last decades of research into practical ideas to enhance the computer game experience;

Presents approaches for evolving interaction beyond the pre-scripted narratives normally encountered;

Integrates research into reinforced learning, case-based reasoning and genetic algorithms into game development

Includes supplementary material: sn.pub/extras



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