Isbn: 9781493900534 - artificial intelligence for computer games (11 resultados)

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    • Idioma: Inglés

      Editorial: Springer, 2014

      1493900536 / 9781493900534

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

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      EUR 165,57

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    • Idioma: Inglés

      Editorial: Springer, 2014

      1493900536 / 9781493900534

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      Librería: Books Puddle, New York, NY, Estados Unidos de AmericaBooks Puddle

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      EUR 209,09

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      Idioma: Inglés

      Editorial: Springer, 2014

      1493900536 / 9781493900534

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      Librería: preigu, Osnabrück, Alemaniapreigu

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      EUR 140,10

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      Taschenbuch. Condición: Neu. Artificial Intelligence for Computer Games | Pedro Antonio González-Calero (u. a.) | Taschenbuch | xii | Englisch | 2014 | Springer | EAN 9781493900534 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.

    • Idioma: Inglés

      Editorial: Springer, 2014

      1493900536 / 9781493900534

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

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      EUR 223,07

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      Taschenbuch. 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, 2014

      1493900536 / 9781493900534

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

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      Condición: Usado - Como Nuevo

      EUR 258,24

      Envío por EUR 29,15 
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      Cantidad disponible: 1 disponibles

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

    • Idioma: Inglés

      Editorial: Springer, 2014

      1493900536 / 9781493900534

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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 New York Okt 2014, 2014

      1493900536 / 9781493900534

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

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      EUR 160,49

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      Taschenbuch. 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. 212 pp. Englisch.

    • Idioma: Inglés

      Editorial: Springer New York, 2014

      1493900536 / 9781493900534

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      Librería: moluna, Greven, Alemaniamoluna

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      EUR 136,16

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      Kartoniert / Broschiert. 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, 2014

      1493900536 / 9781493900534

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      Librería: Majestic Books, Hounslow, Reino UnidoMajestic Books

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      EUR 216,56

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      Condición: New. Print on Demand.

    • Idioma: Inglés

      Editorial: Springer New York, Springer New York Okt 2014, 2014

      1493900536 / 9781493900534

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      Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemaniabuchversandmimpf2000

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      EUR 160,49

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      Taschenbuch. Condición: Neu. This item is printed on demand - Print on Demand Titel. 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.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 212 pp. Englisch.

    • Idioma: Inglés

      Editorial: Springer, 2014

      1493900536 / 9781493900534

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      Librería: Biblios, frankfurt am main, HESSE, AlemaniaBiblios

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      EUR 221,77

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      Condición: New. PRINT ON DEMAND.