000 03156nam a2200277za04500
001 17306
008 050703s2011 xxu eng d
020 _a9781441981882 99781441981882
082 _a006.3
_b223
245 _aArtificial Intelligence for Computer Games
_h[electronic resource] /
_cedited by Pedro Antonio González-Calero, Marco Antonio Gómez-Martín.
300 _aXII, 200p. 40 illus.
_bonline resource.
505 _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 _aEngineering.
_996
650 _aArtificial intelligence.
_933648
650 _aEngineering.
_996
650 _aArtificial Intelligence (incl. Robotics).
_923200
650 _933564
_aAPPL.MATHEMATICS./ COMPUTATIONAL METHODS OF ENGINNEERING.
650 _934018
_aENGINEERING MATHEMATICS
650 _933763
_aCOMPUTATIONAL INTELIGENCE
700 _aGonzález-Calero, Pedro Antonio.
_eEd.
_934161
700 _aGómez-Martín, Marco Antonio.
_eEd.
_934162
710 _aSpringerLink (Online service)
_9111
856 _uhttp://springer.escuelaing.metaproxy.org/book/10.1007/978-1-4419-8188-2
_yir a documento
_qURL
942 _2ddc
_cCF
999 _c13931
_d13931