Asia Pacific University Library catalogue


Game development essentials : game artificial intelligence / John Ahlquist, Jeannie Novak.

By: Ahlquist, JohnContributor(s): Novak, Jeannie, 1966-Material type: TextTextPublication details: Clifton Park, NY : Thomson/Delmar Learning, c2008Description: xxi, 297 p. : col. ill. ; 26 cm. + 1 CD-ROM (4 3/4 in.)ISBN: 9781418038571 (pbk.); 1418038571 (pbk.)Subject(s): Computer games -- ProgrammingDDC classification: 794.81526 LOC classification: QA76.76.C672 | A35 2008Online resources: Table of contents only | Contributor biographical information | Publisher description
Contents:
History and concepts : how did we get here (and where is here anyway?) -- AI agents : creating behavior using a finite state machine -- Complexity & broad scope : multiple states and hierarchical state machines -- Customizing AI systems : allowing others to modify and implement the AI -- Expert systems : capturing high-level knowledge and improving behavioral control -- Pathfinding : allowing agents to properly find and follow paths -- Advanced pathfinding techniques : improving performance and quality -- Looking smart : maximizing perception of intelligence -- Putting it all together : designing and building quality game artificial intelligence.
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CD-ROM CD-34-87 (Browse shelf (Opens below)) 1 Available (No use restrictions) 00035450
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Book QA76.76.C672 A35 2008 c.1 (Browse shelf (Opens below)) 1 Available (No use restrictions) 00028305
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QA76.76.C672 A34 2008 c.1 AI game programming wisdom 4 / QA76.76.C672 A34 2008 c.1 3D game environments : QA76.76.C672 A34 2008 c.2 3D game environments : QA76.76.C672 A35 2008 c.1 Game development essentials : QA76.76.C672 B33 2017 c.1 Holistic game development with unity : QA76.76.C672 B38 2001 c.1 Game design : QA76.76.C672 B38 2004 c.1 Game design /

Includes bibliographical references (p. 282-289) and index.

History and concepts : how did we get here (and where is here anyway?) -- AI agents : creating behavior using a finite state machine -- Complexity & broad scope : multiple states and hierarchical state machines -- Customizing AI systems : allowing others to modify and implement the AI -- Expert systems : capturing high-level knowledge and improving behavioral control -- Pathfinding : allowing agents to properly find and follow paths -- Advanced pathfinding techniques : improving performance and quality -- Looking smart : maximizing perception of intelligence -- Putting it all together : designing and building quality game artificial intelligence.

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