Isbn: 9781441981875 - artificial intelligence for computer games (17 resultados)

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  • Idioma: Inglés

    Editorial: Springer, 2011

    144198187X / 9781441981875

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    Librería: StainesBookhub, Weybridge, SURRE, Reino UnidoStainesBookhub

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    EUR 93,41

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    Condición: New. A brand new book in pristine condition. Showing zero signs of shelf wear, creases, or damage.

  • Idioma: Inglés

    Editorial: Springer, 2011

    144198187X / 9781441981875

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    Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK

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    EUR 171,30

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  • Idioma: Inglés

    Editorial: Springer, 2011

    144198187X / 9781441981875

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    Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices

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    EUR 191,26

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    Condición: New.

  • Idioma: Inglés

    Editorial: Springer, 2011

    144198187X / 9781441981875

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    Librería: Ria Christie Collections, Uxbridge, Reino UnidoRia Christie Collections

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    Condición: Nuevo

    EUR 181,83

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    Cantidad disponible: Más de 20 disponibles

    Condición: New. In English.

  • Idioma: Inglés

    Editorial: Springer-Verlag New York Inc., US, 2011

    144198187X / 9781441981875

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    Librería: Rarewaves.com USA, London, LONDO, Reino UnidoRarewaves.com USA

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    Condición: Nuevo

    EUR 210,33

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    Cantidad disponible: Más de 20 disponibles

    Hardback. Condición: New. 2011 ed. 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 ofacademic 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 thecoverage 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 actualcases 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 approachesrely 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.…

  • Idioma: Inglés

    Editorial: Springer New York, 2011

    144198187X / 9781441981875

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    Librería: AHA-BUCH GmbH, Einbeck, AlemaniaAHA-BUCH GmbH

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    Condición: Nuevo

    EUR 174,36

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    Buch. Condición: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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 ofacademic 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 thecoverage 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 actualcases 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 approachesrely 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.…

  • Idioma: Inglés

    Editorial: Springer, 2011

    144198187X / 9781441981875

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    Librería: Books Puddle, Woodside, NY, Estados Unidos de AmericaBooks Puddle

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    Condición: Nuevo

    EUR 215,25

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    Cantidad disponible: 4 disponibles

    Condición: New. pp. 214.

  • Idioma: Inglés

    Editorial: Springer Verlag, 2011

    144198187X / 9781441981875

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    Librería: Revaluation Books, Exeter, Reino UnidoRevaluation Books

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    Condición: Nuevo

    EUR 238,79

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    Hardcover. Condición: Brand New. 200 pages. 9.25x6.25x0.75 inches. In Stock.

  • Idioma: Inglés

    Editorial: Springer-Verlag New York Inc., US, 2011

    144198187X / 9781441981875

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    Librería: Rarewaves.com UK, London, Reino UnidoRarewaves.com UK

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    Condición: Nuevo

    EUR 201,66

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    Hardback. Condición: New. 2011 ed. 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 ofacademic 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 thecoverage 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 actualcases 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 approachesrely 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.…

  • Idioma: Inglés

    Editorial: Springer, 2011

    144198187X / 9781441981875

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    Librería: GreatBookPricesUK, Woodford Green, Reino UnidoGreatBookPricesUK

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    Condición: Usado - Como Nuevo

    EUR 267,06

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    Condición: As New. Unread book in perfect condition.

  • Idioma: Inglés

    Editorial: Springer, 2011

    144198187X / 9781441981875

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    Librería: Mispah books, Redhill, SURRE, Reino UnidoMispah books

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    Condición: Usado - Como Nuevo

    EUR 257,49

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    Hardcover. Condición: Like New. LIKE NEW. SHIPS FROM MULTIPLE LOCATIONS. book.

  • Idioma: Inglés

    Editorial: Springer, 2011

    144198187X / 9781441981875

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    Librería: GreatBookPrices, Columbia, MD, Estados Unidos de AmericaGreatBookPrices

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    Condición: Usado - Como Nuevo

    EUR 291,97

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    Condición: As New. Unread book in perfect condition.

  • Idioma: Inglés

    Editorial: Springer, 2011

    144198187X / 9781441981875

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    Librería: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand

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    EUR 126,26

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    Condición: new. Questo è un articolo print on demand.

  • Idioma: Inglés

    Editorial: SPRINGER NATURE Mrz 2011, 2011

    144198187X / 9781441981875

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    Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AlemaniaBuchWeltWeit Ludwig Meier e.K.

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    Condición: Nuevo

    EUR 160,49

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    Buch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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 ofacademic 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 thecoverage 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 actualcases 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 approachesrely 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. 200 pp. Englisch.…

  • Idioma: Inglés

    Editorial: Springer New York, 2011

    144198187X / 9781441981875

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    Librería: moluna, Greven, Alemaniamoluna

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    Condición: Nuevo

    EUR 137,26

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    Gebunden. Condición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Translates the last decades of research into practical ideas to enhance the computer game experiencePresents approaches for evolving interaction beyond the pre-scripted narratives normally encounteredIntegrates research into reinforced learning, case-base.…

  • Idioma: Inglés

    Editorial: Springer, 2011

    144198187X / 9781441981875

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    Librería: Majestic Books, Hounslow, Reino UnidoMajestic Books

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    EUR 225,05

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    Condición: New. Print on Demand pp. 214 52:B&W 6.14 x 9.21in or 234 x 156mm (Royal 8vo) Case Laminate on White w/Gloss Lam.

  • Idioma: Inglés

    Editorial: Springer, 2011

    144198187X / 9781441981875

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    Librería: Biblios, frankfurt am main, HESSE, AlemaniaBiblios

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    Condición: Nuevo

    EUR 226,00

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    Condición: New. PRINT ON DEMAND pp. 214.