Artificial Intelligence for Computer Games (Registro nro. 199997)

MARC details
000 -LÍDER
fixed length control field 03600nam a22004455i 4500
001 - NÚMERO DE CONTROL
control field u372117
003 - IDENTIFICADOR DEL NÚMERO DE CONTROL
control field SIRSI
005 - FECHA Y HORA DE LA ULTIMA TRANSACCIÓN
control field 20160812080205.0
007 - CAMPO FIJO DE DESCRIPCIÓN FIJA--INFORMACIÓN GENERAL
fixed length control field cr nn 008mamaa
008 - ELEMENTOS DE LONGITUD FIJA -- INFORMACIÓN GENERAL
fixed length control field 110228s2011 xxu| s |||| 0|eng d
020 ## - NÚMERO INTERNACIONAL NORMALIZADO PARA LIBROS
International Standard Book Number 9781441981882
-- 978-1-4419-8188-2
040 ## - FUENTE DE CATALOGACIÓN
Transcribing agency MX-MeUAM
050 #4 - SIGNATURA TOPOGRÁFICA DE LA BIBLIOTECA DEL CONGRESO
Classification number Q342
082 04 - NÚMERO DE CLASIFICACIÓN DECIMAL DEWEY
Classification number 006.3
Edition number 23
100 1# - ASIENTO PRINCIPAL--NOMBRE PERSONAL
Personal name González-Calero, Pedro Antonio.
Relator term editor.
245 10 - MENCIÓN DE TITULO
Title Artificial Intelligence for Computer Games
Medium [recurso electrónico] /
Statement of responsibility, etc. edited by Pedro Antonio González-Calero, Marco Antonio Gómez-Martín.
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE
Place of production, publication, distribution, manufacture New York, NY :
Name of producer, publisher, distributor, manufacturer Springer New York,
Date of production, publication, distribution, manufacture, or copyright notice 2011.
300 ## - DESCRIPCIÓN FÍSICA
Extent XII, 200 p.
Other physical details online resource.
336 ## - CONTENT TYPE
Content type term text
Content type code txt
Source rdacontent
337 ## - MEDIA TYPE
Media type term computer
Media type code c
Source rdamedia
338 ## - CARRIER TYPE
Carrier type term online resource
Carrier type code cr
Source rdacarrier
347 ## - DIGITAL FILE CHARACTERISTICS
File type text file
Encoding format PDF
Source rda
505 0# - NOTA DE CONTENIDO
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 ## - NOTA DE RESUMEN, 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.
596 ## -
-- 19
650 #0 - ASIENTO SECUNDARIO DE MATERIA - TERMINO TEMÁTICO
Topical term or geographic name as entry element Engineering.
650 #0 - ASIENTO SECUNDARIO DE MATERIA - TERMINO TEMÁTICO
Topical term or geographic name as entry element Artificial intelligence.
650 #0 - ASIENTO SECUNDARIO DE MATERIA - TERMINO TEMÁTICO
Topical term or geographic name as entry element Engineering mathematics.
650 14 - ASIENTO SECUNDARIO DE MATERIA - TERMINO TEMÁTICO
Topical term or geographic name as entry element Engineering.
650 24 - ASIENTO SECUNDARIO DE MATERIA - TERMINO TEMÁTICO
Topical term or geographic name as entry element Computational Intelligence.
650 24 - ASIENTO SECUNDARIO DE MATERIA - TERMINO TEMÁTICO
Topical term or geographic name as entry element Artificial Intelligence (incl. Robotics).
650 24 - ASIENTO SECUNDARIO DE MATERIA - TERMINO TEMÁTICO
Topical term or geographic name as entry element Appl.Mathematics/Computational Methods of Engineering.
700 1# - ASIENTO SECUNDARIO - NOMBRE PERSONAL
Personal name Gómez-Martín, Marco Antonio.
Relator term editor.
710 2# - ASIENTO SECUNDARIO - NOMBRE CORPORATIVO
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
Relationship information Printed edition:
International Standard Book Number 9781441981875
856 40 - LOCALIZACIÓN Y ACCESO ELECTRÓNICOS
Public note Libro electrónico
Uniform Resource Identifier <a href="http://148.231.10.114:2048/login?url=http://link.springer.com/book/10.1007/978-1-4419-8188-2">http://148.231.10.114:2048/login?url=http://link.springer.com/book/10.1007/978-1-4419-8188-2</a>
942 ## - TIPO DE MATERIAL (KOHA)
Koha item type Libro Electrónico
Existencias
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    Colección de Libros Electrónicos Biblioteca Electrónica Biblioteca Electrónica     Q342 372117-2001 12/08/2016 1 Libro Electrónico

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