000 03600nam a22004455i 4500
001 u372117
003 SIRSI
005 20160812080205.0
007 cr nn 008mamaa
008 110228s2011 xxu| s |||| 0|eng d
020 _a9781441981882
_9978-1-4419-8188-2
040 _cMX-MeUAM
050 4 _aQ342
082 0 4 _a006.3
_223
100 1 _aGonzález-Calero, Pedro Antonio.
_eeditor.
245 1 0 _aArtificial Intelligence for Computer Games
_h[recurso electrónico] /
_cedited by Pedro Antonio González-Calero, Marco Antonio Gómez-Martín.
264 1 _aNew York, NY :
_bSpringer New York,
_c2011.
300 _aXII, 200 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _aVisual 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 _aTechniques 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.
650 0 _aEngineering.
650 0 _aArtificial intelligence.
650 0 _aEngineering mathematics.
650 1 4 _aEngineering.
650 2 4 _aComputational Intelligence.
650 2 4 _aArtificial Intelligence (incl. Robotics).
650 2 4 _aAppl.Mathematics/Computational Methods of Engineering.
700 1 _aGómez-Martín, Marco Antonio.
_eeditor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781441981875
856 4 0 _zLibro electrónico
_uhttp://148.231.10.114:2048/login?url=http://link.springer.com/book/10.1007/978-1-4419-8188-2
596 _a19
942 _cLIBRO_ELEC
999 _c199997
_d199997